@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]