function Node_Honeycomb_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Honeycomb Noise"; shader = sh_noise_honey; 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_Rotation("Rotation", self, 0)); addShaderProp(SHADER_UNIFORM.float, "rotation"); newInput(4, nodeValue_Enum_Button("Mode", self, 0, [ "Hexagon", "Star" ])); addShaderProp(SHADER_UNIFORM.integer, "mode"); newInput(5, nodeValueSeed(self)); addShaderProp(SHADER_UNIFORM.float, "seed"); newInput(6, nodeValue_Int("Iteration", self, 1)); addShaderProp(SHADER_UNIFORM.integer, "iteration"); input_display_list = [ 5, ["Output", true], 0, ["Noise", false], 1, 2, 3, 4, 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; } }