function Node_Noise_Cristal(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Cristal Noise"; shader = sh_noise_cristal; inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector); addShaderProp(SHADER_UNIFORM.float, "position"); inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ] ) .setDisplay(VALUE_DISPLAY.vector); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); addShaderProp(SHADER_UNIFORM.float, "seed"); inputs[| 4] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 15 ); addShaderProp(SHADER_UNIFORM.integer, "iteration"); inputs[| 5] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); addShaderProp(SHADER_UNIFORM.color, "color"); inputs[| 6] = nodeValue("Gamma", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1 ) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); addShaderProp(SHADER_UNIFORM.float, "gamma"); inputs[| 7] = nodeValue("Phase", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30 ) .setDisplay(VALUE_DISPLAY.rotation); addShaderProp(SHADER_UNIFORM.float, "phase"); input_display_list = [ 3, ["Output", true], 0, ["Noise", false], 1, 2, 4, 7, ["Render", false], 5, 6, ]; }