mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 13:03:49 +01:00
57 lines
1.9 KiB
Plaintext
57 lines
1.9 KiB
Plaintext
|
function Node_create_Noise_Aniso(_x, _y) {
|
||
|
var node = new Node_Noise_Aniso(_x, _y);
|
||
|
ds_list_add(PANEL_GRAPH.nodes_list, node);
|
||
|
return node;
|
||
|
}
|
||
|
|
||
|
function Node_Noise_Aniso(_x, _y) : Node(_x, _y) constructor {
|
||
|
name = "Noise Anisotropic";
|
||
|
|
||
|
shader = sh_ani_noise;
|
||
|
uniform_noi = shader_get_uniform(shader, "noiseAmount");
|
||
|
uniform_sed = shader_get_uniform(shader, "seed");
|
||
|
uniform_pos = shader_get_uniform(shader, "position");
|
||
|
|
||
|
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, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 16 ])
|
||
|
.setDisplay(VALUE_DISPLAY.vector);
|
||
|
|
||
|
inputs[| 2] = nodeValue(2, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(9999999));
|
||
|
|
||
|
inputs[| 3] = nodeValue(3, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
|
||
|
.setDisplay(VALUE_DISPLAY.vector);
|
||
|
|
||
|
input_display_list = [
|
||
|
["Output", false], 0,
|
||
|
["Noise", false], 2, 1, 3
|
||
|
];
|
||
|
|
||
|
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
|
||
|
|
||
|
function update() {
|
||
|
var _dim = inputs[| 0].getValue();
|
||
|
var _amo = inputs[| 1].getValue();
|
||
|
var _sed = inputs[| 2].getValue();
|
||
|
var _pos = inputs[| 3].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_noi, _amo);
|
||
|
shader_set_uniform_f_array(uniform_pos, _pos);
|
||
|
shader_set_uniform_f(uniform_sed, _sed);
|
||
|
|
||
|
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
|
||
|
shader_reset();
|
||
|
surface_reset_target();
|
||
|
}
|
||
|
update();
|
||
|
}
|