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function Node_Texture_Remap(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Texture Remap";
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shader = sh_texture_remap;
uniform_map = shader_get_sampler_index(shader, "map");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("RG Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0, "Displacement map where red retermine the X position, and green determine the Y position.");
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inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 2;
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inputs[| 3] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Surface", "RG Map" ]);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 2,
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["Surfaces", false], 0, 1, 3,
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]
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attribute_surface_depth();
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attribute_interpolation();
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static processData_prebatch = function() { shader_preset_interpolation(shader); }
static processData_postbatch = function() { shader_postset_interpolation(); }
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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if(!is_surface(_data[1])) return _outSurf;
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var _dim = _data[3];
var _sw = surface_get_width(_data[_dim]);
var _sh = surface_get_height(_data[_dim]);
_outSurf = surface_verify(_outSurf, _sw, _sh);
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surface_set_shader(_outSurf, shader);
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shader_set_interpolation(_data[0]);
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texture_set_stage(uniform_map, surface_get_texture(_data[1]));
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draw_surface_stretched_safe(_data[0], 0, 0, _sw, _sh);
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surface_reset_shader();
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return _outSurf;
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} #endregion
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}