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Godot-Shader-Lib/addons/ShaderLib/Maths/Wave/NoiseSineWave.gd

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@tool
class_name VisualShaderNodeMathsNoiseSineWave extends VisualShaderNodeCustom
func _init() -> void:
set_input_port_default_value(1, Vector2(0.0, 1.0))
func _get_name() -> String:
return "NoiseSineWave"
func _get_category() -> String:
return "Maths/Wave"
func _get_description() -> String:
return "Returns the sine of the value of input in. For variance, psuedo-random noise is added to the amplitude of the sine wave, within a range determined by input min max."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_4D
func _get_input_port_count() -> int:
return 2
func _get_input_port_name(port: int) -> String:
match port:
0:
return "in"
1, _:
return "min max"
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0:
return PORT_TYPE_VECTOR_4D
1:
return PORT_TYPE_VECTOR_2D
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "out"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_4D
func _get_global_code(mode: Shader.Mode) -> String:
var code: String = preload("NoiseSineWave.gdshaderinc").code
return code
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var input: String = "vec4(0.0)"
if input_vars[0]:
input = input_vars[0]
var min_max: String = input_vars[1]
return output_vars[0] + " = noise_sine_wave(%s, %s);" % [input, min_max]