2022-12-13 09:20:36 +01:00
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function Node_Texture_Remap(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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2022-01-13 05:24:03 +01:00
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name = "Texture remap";
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2022-12-21 02:30:23 +01:00
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shader = sh_texture_remap;
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uniform_map = shader_get_sampler_index(shader, "map");
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2022-01-13 05:24:03 +01:00
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "RG Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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2022-09-21 06:09:40 +02:00
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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2022-01-13 05:24:03 +01:00
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2022-01-18 05:31:19 +01:00
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static process_data = function(_outSurf, _data, _output_index) {
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2022-12-27 04:00:50 +01:00
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if(!is_surface(_data[1])) return _outSurf;
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2022-01-13 05:24:03 +01:00
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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2022-12-27 04:00:50 +01:00
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BLEND_OVER
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2022-01-13 05:24:03 +01:00
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2022-12-27 04:00:50 +01:00
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shader_set(shader);
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texture_set_stage(uniform_map, surface_get_texture(_data[1]));
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draw_surface_safe(_data[0], 0, 0);
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shader_reset();
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2022-01-13 05:24:03 +01:00
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BLEND_NORMAL
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surface_reset_target();
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return _outSurf;
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}
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}
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