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shader InstanceGrid( | |
point proj = point(u, v, 0) [[string label = "Projection"]], | |
int cols = 10 [[string label = "Columns", int min=0, int max=1000]], | |
int rows = 10 [[string label = "Rows", int min=0, int max=1000]], | |
int fulluv = 0 [[string label = "Use full UV", string widget = "boolean"]], | |
int invert_u = 0 [[string label = "Invert U", string widget = "boolean"]], | |
int invert_v = 0 [[string label = "Invert V", string widget = "boolean"]], | |
output color c = 0 [[string label = "Instance ID"]] | |
) | |
{ |
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shader InstanceGrid_Random( | |
point proj = point(u, v, 0) [[string label = "Projection"]], | |
int cols = 10 [[string label = "Columns", int min=0, int max=1000]], | |
int rows = 10 [[string label = "Rows", int min=0, int max=1000]], | |
int utime=1 [[string label = "Time", int min=0, float max=1000, float sliderexponent=2]], | |
int fulluv = 0 [[string label = "Use full UV", string widget = "boolean"]], | |
int invert_u = 0 [[string label = "Invert U", string widget = "boolean"]], | |
int invert_v = 0 [[string label = "Invert V", string widget = "boolean"]], | |
output color c = 0 [[string label = "Instance ID"]] | |
) |
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