Pixel-Composer/scripts/node_noise/node_noise.gml

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function Node_Noise(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Noise";
shader = sh_noise;
uniform_sed = shader_get_uniform(shader, "seed");
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999));
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input_display_list = [
["Output", false], 0,
["Noise", false], 1,
];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _sed = _data[1];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f(uniform_sed, _sed);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
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return _outSurf;
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}
}