function Node_Rim(_x, _y, _group = noone) : Node_Shader_Processor(_x, _y, _group) constructor { name = "Rim"; shader = sh_rim; inputs[| 1] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setDisplay(VALUE_DISPLAY.rotation); addShaderProp(SHADER_UNIFORM.float, "rotation"); }