function Node_Smoke_Turbulence(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group) constructor { name = "Turbulence"; setDimension(96, 96); manual_ungroupable = false; newInput(0, nodeValue("Domain", self, CONNECT_TYPE.input, VALUE_TYPE.sdomain, noone)) .setVisible(true, true); newInput(1, nodeValue_Area("Effect area", self, DEF_AREA, { useShape : false })); newInput(2, nodeValue_Float("Strength", self, 0.10)) .setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] }); newInput(3, nodeValue_Float("Scale", self, 4)) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.01] }); newInput(4, nodeValueSeed(self)); newInput(5, nodeValue_Enum_Button("Mode", self, 0, [ "Override", "Add" ])); input_display_list = [ ["Domain", false], 0, ["Turbulence", false], 5, 1, 2, 4, 3 ]; newOutput(0, nodeValue_Output("Domain", self, VALUE_TYPE.sdomain, noone)); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } static update = function(frame = CURRENT_FRAME) { var _dom = getInputData(0); var _are = getInputData(1); var _str = getInputData(2); var _sca = getInputData(3); var _sed = getInputData(4); var _mod = getInputData(5); FLUID_DOMAIN_CHECK outputs[0].setValue(_dom); var vSurface = surface_create_size(_dom.sf_velocity); surface_set_target(vSurface) draw_clear_alpha(0., 0.); shader_set(sh_fd_turbulence); BLEND_OVERRIDE; shader_set_uniform_f(shader_get_uniform(sh_fd_turbulence, "scale"), _sca); shader_set_uniform_f(shader_get_uniform(sh_fd_turbulence, "seed"), _sed); shader_set_uniform_f(shader_get_uniform(sh_fd_turbulence, "strength"), _str); draw_sprite_stretched(s_fx_pixel, 0, _are[0] - _are[2], _are[1] - _are[3], _are[2] * 2, _are[3] * 2); BLEND_NORMAL; shader_reset(); surface_reset_target(); fd_rectangle_set_target(_dom, _mod? FD_TARGET_TYPE.ADD_VELOCITY : FD_TARGET_TYPE.REPLACE_VELOCITY); draw_surface_safe(vSurface); fd_rectangle_reset_target(_dom); surface_free(vSurface); } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); draw_sprite_fit(s_node_smokeSim_turbulence, 0, bbox.xc, bbox.yc, bbox.w, bbox.h); } }