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29 lines
1.3 KiB
Plaintext
29 lines
1.3 KiB
Plaintext
function Node_Caustic(_x, _y, _group = noone) : Node_Shader_Generator(_x, _y, _group) constructor {
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name = "Caustic";
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shader = sh_water_caustic;
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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, seed_random(6))
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.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { inputs[| 3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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addShaderProp(SHADER_UNIFORM.float, "seed");
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inputs[| 4] = nodeValue("Progress", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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addShaderProp(SHADER_UNIFORM.float, "progress");
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inputs[| 5] = nodeValue("Detail", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1.24)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
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addShaderProp(SHADER_UNIFORM.float, "detail");
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input_display_list = [
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["Output", true], 0,
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["Noise", false], 1, 2, 4, 5,
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];
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} |