function Node_Mirror(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Mirror"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Mirror mask", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 3, ["Output", false], 0, ["Mirror", false], 1, 2, ] attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { var _pos = inputs[| 1].getValue(); var _ang = inputs[| 2].getValue(); var _posx = _pos[0] * _s + _x; var _posy = _pos[1] * _s + _y; var dx0 = _posx + lengthdir_x(1000, _ang); var dx1 = _posx + lengthdir_x(1000, _ang + 180); var dy0 = _posy + lengthdir_y(1000, _ang); var dy1 = _posy + lengthdir_y(1000, _ang + 180); draw_set_color(COLORS._main_accent); draw_line(dx0, dy0, dx1, dy1); inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); inputs[| 2].drawOverlay(active, _posx, _posy, _s, _mx, _my, _snx, _sny); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = [ surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]) ]; var _pos = _data[1]; var _ang = _data[2]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader = _output_index? sh_mirror_mask : sh_mirror; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_pos = shader_get_uniform(shader, "position"); uniform_ang = shader_get_uniform(shader, "angle"); shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, _dim); shader_set_uniform_f_array_safe(uniform_pos, _pos); shader_set_uniform_f(uniform_ang, degtorad(_ang)); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }