function Node_Noise_Strand(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Strand Noise"; shader = sh_noise_strand; inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); addShaderProp(SHADER_UNIFORM.float, "position"); inputs[| 2] = nodeValue("Density", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5 ) .setDisplay(VALUE_DISPLAY.slider); addShaderProp(SHADER_UNIFORM.float, "density"); inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(4)); addShaderProp(SHADER_UNIFORM.float, "seed"); inputs[| 4] = nodeValue("Slope", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5 ) .setDisplay(VALUE_DISPLAY.slider); addShaderProp(SHADER_UNIFORM.float, "slope"); inputs[| 5] = nodeValue("Curve", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ] ) .setDisplay(VALUE_DISPLAY.slider_range, { range: [ 0, 4, 0.01 ] }); addShaderProp(SHADER_UNIFORM.float, "curve"); inputs[| 6] = nodeValue("Curve scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1 ); addShaderProp(SHADER_UNIFORM.float, "curveDetail"); inputs[| 7] = nodeValue("Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setDisplay(VALUE_DISPLAY.slider); addShaderProp(SHADER_UNIFORM.float, "thickness"); inputs[| 8] = nodeValue("Curve shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ); addShaderProp(SHADER_UNIFORM.float, "curveShift"); inputs[| 9] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_button, [ "x", "y" ] ); addShaderProp(SHADER_UNIFORM.integer, "axis"); inputs[| 10] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_button, [ "Line", "Area" ] ); addShaderProp(SHADER_UNIFORM.integer, "mode"); inputs[| 11] = nodeValue("Opacity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0., 1. ] ) .setDisplay(VALUE_DISPLAY.slider_range); addShaderProp(SHADER_UNIFORM.float, "alpha"); input_display_list = [ 3, ["Output", true], 0, ["Noise", false], 9, 1, 2, 4, ["Curve", false], 5, 6, 8, ["Render", false], 10, 7, 11, ]; }