Pixel-Composer/scripts/node_noise_grid/node_noise_grid.gml

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function Node_create_Grid_Noise(_x, _y) {
var node = new Node_Grid_Noise(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Grid_Noise(_x, _y) : Node(_x, _y) constructor {
name = "Grid noise";
shader = sh_grid_noise;
uniform_dim = shader_get_uniform(shader, "u_resolution");
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_sed = shader_get_uniform(shader, "seed");
uniform_shf = shader_get_uniform(shader, "shift");
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 8, 8 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
inputs[| 4] = nodeValue(4, "X shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [-2, 2, 0.01]);
input_display_list = [
["Effect settings", false], 0, 3, 1, 2, 4
];
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
inputs[| 1].drawOverlay(_active, _x, _y, _s, _mx, _my);
}
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static update = function() {
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var _dim = inputs[| 0].getValue();
var _pos = inputs[| 1].getValue();
var _sca = inputs[| 2].getValue();
var _sed = inputs[| 3].getValue();
var _shf = inputs[| 4].getValue();
var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
outputs[| 0].setValue(_outSurf);
} else
surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f_array(uniform_dim, _dim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f_array(uniform_sca, _sca);
shader_set_uniform_f(uniform_shf, _shf);
random_set_seed(_sed);
shader_set_uniform_f(uniform_sed, random_range(1.0, 10.0));
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
}
doUpdate();
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}