function Node_Perlin_Extra(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor { name = "Extra Perlins"; shader = sh_perlin_extra; inputs[1] = nodeValue_Vec2("Position", self, [ 0, 0 ]) .setUnitRef(function(index) { return getDimension(index); }); addShaderProp(SHADER_UNIFORM.float, "position"); inputs[2] = nodeValue_Vec2("Scale", self, [ 4, 4 ]) .setMappable(13); addShaderProp(SHADER_UNIFORM.float, "scale"); inputs[3] = nodeValue_Int("Iteration", self, 2); addShaderProp(SHADER_UNIFORM.integer, "iteration"); inputs[4] = nodeValue_Bool("Tile", self, true, "Tiling only works with integer scale, and some effect type doesn't support tiling."); addShaderProp(SHADER_UNIFORM.integer, "tile"); inputs[5] = nodeValue_Float("Seed", self, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[5].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); addShaderProp(SHADER_UNIFORM.float, "seed"); inputs[6] = nodeValue_Enum_Button("Color mode", self, 0, [ "Greyscale", "RGB", "HSV" ]); addShaderProp(SHADER_UNIFORM.integer, "colored"); inputs[7] = nodeValue_Slider_Range("Color R range", self, [ 0, 1 ]); addShaderProp(SHADER_UNIFORM.float, "colorRanR"); inputs[8] = nodeValue_Slider_Range("Color G range", self, [ 0, 1 ]); addShaderProp(SHADER_UNIFORM.float, "colorRanG"); inputs[9] = nodeValue_Slider_Range("Color B range", self, [ 0, 1 ]); addShaderProp(SHADER_UNIFORM.float, "colorRanB"); inputs[10] = nodeValue_Enum_Scroll("Noise type", self, 0, [ "Absolute worley", "Fluid", "Noisy", "Camo", "Blocky", "Max", "Vine" ]); addShaderProp(SHADER_UNIFORM.integer, "type"); inputs[11] = nodeValue_Float("Parameter A", self, 0) .setDisplay(VALUE_DISPLAY.slider) .setMappable(14); addShaderProp(SHADER_UNIFORM.float, "paramA"); inputs[12] = nodeValue_Float("Parameter B", self, 1) .setMappable(15); addShaderProp(SHADER_UNIFORM.float, "paramB"); ////////////////////////////////////////////////////////////////////////////////// inputs[13] = nodeValueMap("Scale map", self); addShaderProp(); inputs[14] = nodeValueMap("Parameter A map", self); addShaderProp(); inputs[15] = nodeValueMap("Parameter B map", self); addShaderProp(); ////////////////////////////////////////////////////////////////////////////////// inputs[16] = nodeValue_Rotation("Rotation", self, 0); addShaderProp(SHADER_UNIFORM.float, "rotation"); input_display_list = [ ["Output", true], 0, 5, ["Noise", false], 10, 1, 16, 2, 13, 3, 4, 11, 14, 12, 15, ["Render", false], 6, 7, 8, 9, ]; 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() { #region var _col = getInputData(6); var _typ = getInputData(10); inputs[7].setVisible(_col != 0); inputs[8].setVisible(_col != 0); inputs[9].setVisible(_col != 0); inputs[7].name = _col == 1? "Color R range" : "Color H range"; inputs[8].name = _col == 1? "Color G range" : "Color S range"; inputs[9].name = _col == 1? "Color B range" : "Color V range"; inputs[11].setVisible(_typ > 0); inputs[12].setVisible(false); inputs[ 2].mappableStep(); inputs[11].mappableStep(); inputs[12].mappableStep(); } #endregion }