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_Vec2("Position", self, [ 0, 0 ] ); addShaderProp(SHADER_UNIFORM.float, "position"); inputs[2] = nodeValue_Vec2("Scale", self, [ 1, 1 ] ); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[3] = nodeValue_Float("Seed", self, 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_Int("Iteration", self, 15 ); addShaderProp(SHADER_UNIFORM.integer, "iteration"); inputs[5] = nodeValue_Color("Color", self, c_white ); addShaderProp(SHADER_UNIFORM.color, "color"); inputs[6] = nodeValue_Float("Gamma", self, 1 ) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); addShaderProp(SHADER_UNIFORM.float, "gamma"); inputs[7] = nodeValue_Rotation("Phase", self, 0); addShaderProp(SHADER_UNIFORM.float, "phase"); input_display_list = [ 3, ["Output", true], 0, ["Noise", false], 1, 2, 4, 7, ["Render", false], 5, 6, ]; }