function Node_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Displace"; shader = sh_displace; displace_map_sample = shader_get_sampler_index(shader, "map"); uniform_dim = shader_get_uniform(shader, "dimension"); uniform_map_dim = shader_get_uniform(shader, "map_dimension"); uniform_position = shader_get_uniform(shader, "displace"); uniform_strength = shader_get_uniform(shader, "strength"); uniform_mid = shader_get_uniform(shader, "middle"); uniform_rg = shader_get_uniform(shader, "use_rg"); uniform_it = shader_get_uniform(shader, "iterate"); uniform_sam = shader_get_uniform(shader, "sampleMode"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0], "Vector to displace pixel by." ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 4] = nodeValue("Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0., "Brightness value to be use as a basis for 'no displacement'.") .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 5] = nodeValue("Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, @"Use color data set extra information. - Ignore: Don't use color data. - Vector: Use red as X displacement, green as Y displacement. - Angle: Use red as angle, green as distance.") .setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ]); inputs[| 6] = nodeValue("Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, @"If not set, then strength value is multiplied directly to the displacement. If set, then strength value control how many times the effect applies on itself."); inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 9] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 10] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 10; input_display_list = [ 10, ["Output", true], 0, 8, 9, ["Displace", false], 1, 3, 4, ["Color", false], 5, 2, ["Algorithm", true], 6 ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); attribute_interpolation(); static process_data = function(_outSurf, _data, _output_index, _array_index) { switch(_data[5]) { case 0 : inputs[| 2].setVisible(true); break; case 1 : case 2 : inputs[| 2].setVisible(false); break; } var ww = surface_get_width(_data[0]); var hh = surface_get_height(_data[0]); var mw = surface_get_width(_data[1]); var mh = surface_get_height(_data[1]); surface_set_shader(_outSurf, shader); shader_set_interpolation(_data[0]); texture_set_stage(displace_map_sample, surface_get_texture(_data[1])); shader_set_uniform_f_array_safe(uniform_dim, [ww, hh]); shader_set_uniform_f_array_safe(uniform_map_dim, [mw, mh]); shader_set_uniform_f_array_safe(uniform_position, _data[2]); shader_set_uniform_f(uniform_strength, _data[3]); shader_set_uniform_f(uniform_mid, _data[4]); shader_set_uniform_i(uniform_rg, _data[5]); shader_set_uniform_i(uniform_it, _data[6]); shader_set_uniform_i(uniform_sam, struct_try_get(attributes, "oversample")); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); _outSurf = mask_apply(_data[0], _outSurf, _data[8], _data[9]); return _outSurf; } }