function Node_Fold_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Fold Noise"; shader = sh_noise_fold; 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("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 2 ]) .setDisplay(VALUE_DISPLAY.vector); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 6, 0.1] }); addShaderProp(SHADER_UNIFORM.integer, "iteration"); inputs[| 4] = nodeValue("Stretch", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2); addShaderProp(SHADER_UNIFORM.float, "stretch"); inputs[| 5] = nodeValue("Amplitude", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1.3) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] }); addShaderProp(SHADER_UNIFORM.float, "amplitude"); inputs[| 6] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "Map" ]); addShaderProp(SHADER_UNIFORM.integer, "mode"); inputs[| 7] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); addShaderProp(SHADER_UNIFORM.float, "rotation"); input_display_list = [ ["Output", true], 0, ["Noise", false], 1, 7, 2, 3, 4, 5, ["Render", false], 6, ]; 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; } }