Pixel-Composer/scripts/node_noise_aniso/node_noise_aniso.gml

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function Node_Noise_Aniso(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Anisotropic Noise";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_Float("X Amount", self, 2))
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.setMappable(6);
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newInput(2, nodeValue_Float("Seed", self, seed_random(6)))
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.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[2].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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newInput(3, nodeValue_Vec2("Position", self, [ 0, 0 ]))
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.setUnitRef(function(index) { return getDimension(index); });
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newInput(4, nodeValue_Rotation("Rotation", self, 0))
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.setMappable(8);
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newInput(5, nodeValue_Float("Y Amount", self, 16))
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.setMappable(7);
//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(6, nodeValueMap("X Amount map", self));
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newInput(7, nodeValueMap("Y Amount map", self));
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newInput(8, nodeValueMap("Rotation map", self));
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(9, nodeValue_Enum_Scroll("Render mode", self, 0, [ "Blend", "Waterfall" ] ))
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input_display_list = [
["Output", false], 0,
["Noise", false], 2, 1, 6, 5, 7, 3, 4, 8,
["Render", false], 9,
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];
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
}
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static step = function() { #region
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inputs[1].mappableStep();
inputs[4].mappableStep();
inputs[5].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _pos = _data[3];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_ani_noise);
shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_f("seed", _data[2]);
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shader_set_f_map("noiseX", _data[1], _data[6], inputs[1]);
shader_set_f_map("noiseY", _data[5], _data[7], inputs[5]);
shader_set_f_map("angle", _data[4], _data[8], inputs[4]);
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shader_set_i("mode", _data[9]);
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
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return _outSurf;
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}
}