function Node_Flow_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Flow Noise"; shader = sh_noise_flow; newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ])) .setUnitRef(function(index) { return getDimension(index); }); addShaderProp(SHADER_UNIFORM.float, "position"); newInput(2, nodeValue_Vec2("Scale", self, [ 2, 2 ])); addShaderProp(SHADER_UNIFORM.float, "scale"); newInput(3, nodeValue_Float("Progress", self, 0)) addShaderProp(SHADER_UNIFORM.float, "progress"); newInput(4, nodeValue_Slider_Range("Detail", self, [ 1, 8 ], { range: [ 1, 16, 0.1 ] })); addShaderProp(SHADER_UNIFORM.float, "detail"); newInput(5, nodeValue_Rotation("Rotation", self, 0)); addShaderProp(SHADER_UNIFORM.float, "rotation"); input_display_list = [ ["Output", true], 0, ["Noise", false], 1, 5, 2, 3, 4, ]; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } }