Pixel-Composer/scripts/node_perlin_extra/node_perlin_extra.gml
2024-08-12 18:42:05 +07:00

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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
}