function Node_Shard_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Shard Noise"; shader = sh_noise_shard; 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, [ 4, 4 ])) .setMappable(6); addShaderProp(SHADER_UNIFORM.float, "scale"); newInput(3, nodeValueSeed(self)); addShaderProp(SHADER_UNIFORM.float, "seed"); newInput(4, nodeValue_Float("Sharpness", self, 1)) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }) .setMappable(7); addShaderProp(SHADER_UNIFORM.float, "sharpness"); newInput(5, nodeValue_Float("Progress", self, 0)) .setMappable(8); addShaderProp(SHADER_UNIFORM.float, "progress") ////////////////////////////////////////////////////////////////////////////////// newInput( 6, nodeValueMap("Scale map", self)); addShaderProp(); newInput( 7, nodeValueMap("Sharpness map", self)); addShaderProp(); newInput( 8, nodeValueMap("Progress map", self)); addShaderProp(); ////////////////////////////////////////////////////////////////////////////////// newInput(9, nodeValue_Rotation("Rotation", self, 0)); addShaderProp(SHADER_UNIFORM.float, "rotation"); input_display_list = [ ["Output", true], 0, 3, ["Noise", false], 1, 9, 2, 6, 5, 8, 4, 7, ]; 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; } static step = function() { inputs[2].mappableStep(); inputs[4].mappableStep(); inputs[5].mappableStep(); } }