function Node_Noise_FBM(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "FBM Noise"; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Float("Seed", self, seed_random(6))) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ])); newInput(3, nodeValue_Vec2("Scale", self, [ 4, 4 ])); newInput(4, nodeValue_Int("Iteration", self, 4)); newInput(5, nodeValue_Enum_Button("Color mode", self, 0, [ "Greyscale", "RGB", "HSV" ])); newInput(6, nodeValue_Slider_Range("Color R range", self, [ 0, 1 ])); newInput(7, nodeValue_Slider_Range("Color G range", self, [ 0, 1 ])); newInput(8, nodeValue_Slider_Range("Color B range", self, [ 0, 1 ])); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, 2, 3, 4, ["Color", false], 5, 6, 7, 8, ]; newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); static step = function() { var _col = getInputData(5); inputs[6].setVisible(_col != 0); inputs[7].setVisible(_col != 0); inputs[8].setVisible(_col != 0); inputs[6].name = _col == 1? "Color R range" : "Color H range"; inputs[7].name = _col == 1? "Color G range" : "Color S range"; inputs[8].name = _col == 1? "Color B range" : "Color V range"; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _sed = _data[1]; var _pos = _data[2]; var _sca = _data[3]; var _itr = _data[4]; var _col = _data[5]; var _clr = _data[6]; var _clg = _data[7]; var _clb = _data[8]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_noise_fbm); shader_set_2("position", _pos); shader_set_2("scale", _sca); shader_set_f("seed", _sed); shader_set_i("iteration", _itr); shader_set_i("colored", _col); shader_set_2("colorRanR", _clr); shader_set_2("colorRanG", _clg); shader_set_2("colorRanB", _clb); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } }