Pixel-Composer/scripts/node_offset/node_offset.gml

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function Node_Offset(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Offset";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("X Offset", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 2] = nodeValue("Y Offset", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
input_display_list = [ 3,
["Surfaces", true], 0,
["Offset", false], 1, 2,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static processData = function(_outSurf, _data, _output_index, _array_index) {
surface_set_shader(_outSurf, sh_offset);
shader_set_f("offset", _data[1], _data[2]);
draw_surface_safe(_data[0]);
surface_reset_shader();
return _outSurf;
}
}