function Node_Displace(_x, _y, _group = -1) : 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(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue(2, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 3] = nodeValue(3, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 4] = nodeValue(4, "Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 5] = nodeValue(5, "Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ]); inputs[| 6] = nodeValue(6, "Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue(7, "Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); input_display_list = [ ["Surface", true], 0, 7, ["Displace", false], 1, 3, 4, ["Color", false], 5, 2, ["Algorithm", true], 6 ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_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_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(shader); texture_set_stage(displace_map_sample, surface_get_texture(_data[1])); shader_set_uniform_f_array(uniform_dim, [ww, hh]); shader_set_uniform_f_array(uniform_map_dim, [mw, mh]); shader_set_uniform_f_array(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, _data[7]); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }