function noise_texture_node_init() { array_push(nodes_material_texture, noise_texture_node_def); map_set(parser_material_node_vectors, "TEX_NOISE", noise_texture_node_vector); map_set(parser_material_node_values, "TEX_NOISE", noise_texture_node_value); } let str_tex_noise: string = "\ fun hash(n: float): float { return frac(sin(n) * 10000.0); } \ fun tex_noise_f(x: float3): float { \ var step: float3 = float3(110.0, 241.0, 171.0); \ var i: float3 = floor3(x); \ var f: float3 = frac3(x); \ var n: float = dot(i, step); \ var u: float3 = f * f * (3.0 - 2.0 * f); \ return lerp(lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 0.0))), hash(n + dot(step, float3(1.0, 0.0, 0.0))), u.x), \ lerp(hash(n + dot(step, float3(0.0, 1.0, 0.0))), hash(n + dot(step, float3(1.0, 1.0, 0.0))), u.x), u.y), \ lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 1.0))), hash(n + dot(step, float3(1.0, 0.0, 1.0))), u.x), \ lerp(hash(n + dot(step, float3(0.0, 1.0, 1.0))), hash(n + dot(step, float3(1.0, 1.0, 1.0))), u.x), u.y), u.z); \ } \ fun tex_noise(p: float3): float { \ p = p * 1.25; \ var f: float = 0.5 * tex_noise_f(p); p = p * 2.01; \ f += 0.25 * tex_noise_f(p); p = p * 2.02; \ f += 0.125 * tex_noise_f(p); p = p * 2.03; \ f += 0.0625 * tex_noise_f(p); \ return 1.0 - f; \ } \ "; function noise_texture_node_vector(node: ui_node_t, socket: ui_node_socket_t): string { node_shader_add_function(parser_material_kong, str_tex_noise); let co: string = parser_material_get_coord(node); let scale: string = parser_material_parse_value_input(node.inputs[1]); let res: string = "float3(tex_noise(" + co + " * " + scale + "), tex_noise(" + co + " * " + scale + " + 0.33), tex_noise(" + co + " * " + scale + " + 0.66))"; return res; } function noise_texture_node_value(node: ui_node_t, socket: ui_node_socket_t): string { node_shader_add_function(parser_material_kong, str_tex_noise); let co: string = parser_material_get_coord(node); let scale: string = parser_material_parse_value_input(node.inputs[1]); let res: string = "tex_noise(" + co + " * " + scale + ")"; return res; } let noise_texture_node_def: ui_node_t = { id : 0, name : _tr("Noise Texture"), type : "TEX_NOISE", x : 0, y : 0, color : 0xff4982a0, inputs : [ { id : 0, node_id : 0, name : _tr("Vector"), type : "VECTOR", color : 0xff6363c7, default_value : f32_array_create_xyz(0.0, 0.0, 0.0), min : 0.0, max : 1.0, precision : 100, display : 0 }, { id : 0, node_id : 0, name : _tr("Scale"), type : "VALUE", color : 0xffa1a1a1, default_value : f32_array_create_x(5.0), min : 0.0, max : 10.0, precision : 100, display : 0 } ], outputs : [ { id : 0, node_id : 0, name : _tr("Color"), type : "RGBA", color : 0xffc7c729, default_value : f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0), min : 0.0, max : 1.0, precision : 100, display : 0 }, { id : 0, node_id : 0, name : _tr("Factor"), type : "VALUE", color : 0xffa1a1a1, default_value : f32_array_create_x(1.0), min : 0.0, max : 1.0, precision : 100, display : 0 } ], buttons : [], width : 0, flags : 0 };