function Node_Fold_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Fold Noise"; shader = sh_noise_fold; 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_Int("Iteration", self, 2)) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 6, 0.1] }); addShaderProp(SHADER_UNIFORM.integer, "iteration"); newInput(4, nodeValue_Float("Stretch", self, 2)); addShaderProp(SHADER_UNIFORM.float, "stretch"); newInput(5, nodeValue_Float("Amplitude", self, 1.3)) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] }); addShaderProp(SHADER_UNIFORM.float, "amplitude"); newInput(6, nodeValue_Enum_Button("Mode", self, 0, [ "Greyscale", "Map" ])); addShaderProp(SHADER_UNIFORM.integer, "mode"); newInput(7, nodeValue_Rotation("Rotation", self, 0)); 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; } }