Pixel-Composer/scripts/node_noise_bubble/node_noise_bubble.gml
2024-02-03 19:11:50 +07:00

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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, [ 0.9, 0.95 ] )
.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");
input_display_list = [ 2,
["Output", true], 0,
["Noise", false], 1, 3,
["Render", false], 5, 4, 6,
];
}