function Node_Noise_Cristal(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Cristal Noise"; shader = sh_noise_cristal; newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ] )); addShaderProp(SHADER_UNIFORM.float, "position"); newInput(2, nodeValue_Vec2("Scale", self, [ 1, 1 ] )); addShaderProp(SHADER_UNIFORM.float, "scale"); newInput(3, nodeValueSeed(self)); addShaderProp(SHADER_UNIFORM.float, "seed"); newInput(4, nodeValue_Int("Iteration", self, 15 )); addShaderProp(SHADER_UNIFORM.integer, "iteration"); newInput(5, nodeValue_Color("Color", self, cola(c_white) )); addShaderProp(SHADER_UNIFORM.color, "color"); newInput(6, nodeValue_Float("Gamma", self, 1 )) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); addShaderProp(SHADER_UNIFORM.float, "gamma"); newInput(7, nodeValue_Rotation("Phase", self, 0)); addShaderProp(SHADER_UNIFORM.float, "phase"); input_display_list = [ 3, ["Output", true], 0, ["Noise", false], 1, 2, 4, 7, ["Render", false], 5, 6, ]; }