function Node_Atlas(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Atlas"; uniform_dim = shader_get_uniform(sh_atlas, "dimension"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index) { surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(sh_atlas); shader_set_uniform_f_array(uniform_dim, [surface_get_width(_data[0]), surface_get_height(_data[0])]); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }