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28 lines
1.2 KiB
Plaintext
28 lines
1.2 KiB
Plaintext
function Node_Shard_Noise(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
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name = "Shard Noise";
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shader = sh_noise_shard;
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inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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addShaderProp(SHADER_UNIFORM.float, "position");
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inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ])
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.setDisplay(VALUE_DISPLAY.vector);
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addShaderProp(SHADER_UNIFORM.float, "scale");
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inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999));
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addShaderProp(SHADER_UNIFORM.float, "seed");
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inputs[| 4] = nodeValue("Sharpness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
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addShaderProp(SHADER_UNIFORM.float, "sharpness");
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inputs[| 5] = nodeValue("Progress", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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addShaderProp(SHADER_UNIFORM.float, "progress");
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input_display_list = [
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["Output", true], 0, 3,
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["Noise", false], 1, 2, 5, 4,
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];
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} |