Member | Type | Offset | Share |
---|---|---|---|
Position
2 to 3 dimensional vector |
FExpressionInput | 0x40 | |
FilterWidth
Scalar, to clamp the Levels at pixel level, can be computed like this: max(length(ddx(Position)), length(ddy(Position)) |
FExpressionInput | 0x54 | |
Scale
Can also be done with a multiply on the Position |
float | 0x68 | |
Quality
Lower numbers are faster and lower quality, higher numbers are slower and higher quality |
int32_t | 0x6c | |
NoiseFunction
Noise function, affects performance and look |
ENoiseFunction | 0x70 | |
bTurbulence : 1 | char | 0x74 | |
Levels
1 = fast but little detail, .. larger numbers cost more performance |
int32_t | 0x78 | |
OutputMin | float | 0x7c | |
OutputMax | float | 0x80 | |
LevelScale
Usually 2 but higher values allow efficient use of few levels |
float | 0x84 | |
bTiling : 1 | char | 0x88 | |
RepeatSize
How many units in each tile (if Tiling is on) |
uint32_t | 0x8c |