function Node_Time_Remap(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Time Remap"; use_cache = CACHE_USE.manual; update_on_frame = true; newInput(0, nodeValue_Surface("Surface in", self)) .rejectArray(); newInput(1, nodeValue_Surface("Map", self)) .rejectArray(); newInput(2, nodeValue_Int("Max life", self, 3)) .rejectArray(); newInput(3, nodeValue_Bool("Loop", self, false)) newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ ["Surfaces", false], 0, 1, ["Remap", false], 2, 3, ] attribute_surface_depth(); static update = function(frame = CURRENT_FRAME) { var _inSurf = getInputData(0); var _map = getInputData(1); var _life = getInputData(2); var _loop = getInputData(3); cacheCurrentFrame(_inSurf); var _surf = outputs[0].getValue(); _surf = surface_verify(_surf, surface_get_width_safe(_inSurf), surface_get_height_safe(_inSurf), attrDepth()); outputs[0].setValue(_surf); var ste = 1 / _life; surface_set_shader(_surf, sh_time_remap); shader_set_surface("map", _map); for(var i = 0; i <= _life; i++) { var _frame = CURRENT_FRAME - i; if(_loop) _frame = _frame < 0? TOTAL_FRAMES - 1 + _frame : _frame; else _frame = clamp(_frame, 0, TOTAL_FRAMES - 1); var s = array_safe_get_fast(cached_output, _frame); if(!is_surface(s)) continue; shader_set_f("vMin", i * ste); shader_set_f("vMax", i * ste + ste); draw_surface_safe(s); } surface_reset_shader(); } }