return OutputType.SCALAR;
}
private final Vector4 _function(Vector4 in0, float du, float dv) {
Vector4 c = new Vector4(in0);
Vector3 n = new Vector3(du*strength.get(), dv*strength.get(), 0.0f);
float a = FMath.deg2rad(angle.get());
Vector3 dir = new Vector3(FMath.cos(a),FMath.sin(a),0);
float addValue = n.dot(dir);
c.x = Math.max(0.0f, Math.min(1.0f, c.x + addValue));
c.y = Math.max(0.0f, Math.min(1.0f, c.y + addValue));
c.z = Math.max(0.0f, Math.min(1.0f, c.z + addValue));