function Node_Noise_Bubble(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Bubble Noise"; shader = sh_noise_bubble; inputs[| 1] = nodeValue("Density", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5 ) .setDisplay(VALUE_DISPLAY.slider); addShaderProp(SHADER_UNIFORM.float, "density"); inputs[| 2] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(4)); addShaderProp(SHADER_UNIFORM.float, "seed"); inputs[| 3] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.8 ] ) .setDisplay(VALUE_DISPLAY.slider_range); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[| 4] = nodeValue("Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setDisplay(VALUE_DISPLAY.slider); addShaderProp(SHADER_UNIFORM.float, "thickness"); inputs[| 5] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_button, [ "Line", "Fill" ] ); addShaderProp(SHADER_UNIFORM.integer, "mode"); inputs[| 6] = nodeValue("Opacity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0., 1. ] ) .setDisplay(VALUE_DISPLAY.slider_range); addShaderProp(SHADER_UNIFORM.float, "alpha"); inputs[| 7] = nodeValue("Blending", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Max", "Add" ] ); addShaderProp(SHADER_UNIFORM.integer, "render"); input_display_list = [ 2, ["Output", true], 0, ["Noise", false], 1, 3, ["Render", false], 5, 4, 6, 7, ]; }