function Node_Tile_Random(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Tile Random"; dimension_index = -1; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue("Randomness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 1, ["Surfaces", true], 0, ["Tiling", false], 2, ]; static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var dim = _data[1]; var rand = _data[2]; var _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf); _outSurf = surface_verify(_outSurf, dim[0], dim[1]); surface_set_shader(_outSurf, sh_tile_random); shader_set_surface("surface", _surf); shader_set_f("blend", rand); shader_set_f("scale", dim[0] / _sw, dim[1] / _sh); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, dim[0], dim[1]); surface_reset_shader(); return _outSurf; } }