function Node_Fluid_Turbulence(_x, _y, _group = noone) : Node_Fluid(_x, _y, _group) constructor { name = "Turbulence"; w = 96; min_h = 96; inputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.fdomain, noone) .setVisible(true, true); inputs[| 1] = nodeValue("Effect area", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, AREA_DEF) .setDisplay(VALUE_DISPLAY.area); inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.10) .setDisplay(VALUE_DISPLAY.slider, [-1, 1, 0.01]); inputs[| 3] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4) .setDisplay(VALUE_DISPLAY.slider, [1, 16, 0.01]); inputs[| 4] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999) ); inputs[| 5] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Override", "Add" ]); input_display_list = [ ["Domain", false], 0, ["Turbulence", false], 5, 1, 2, 4, 3 ]; outputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.output, VALUE_TYPE.fdomain, noone); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static update = function(frame = PROJECT.animator.current_frame) { var _dom = inputs[| 0].getValue(frame); var _are = inputs[| 1].getValue(frame); var _str = inputs[| 2].getValue(frame); var _sca = inputs[| 3].getValue(frame); var _sed = inputs[| 4].getValue(frame); var _mod = inputs[| 5].getValue(frame); if(_dom == noone || !instance_exists(_dom)) return; 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(); with(_dom) { fd_rectangle_set_target(id, _mod? FD_TARGET_TYPE.ADD_VELOCITY : FD_TARGET_TYPE.REPLACE_VELOCITY); draw_surface_safe(vSurface, 0, 0); fd_rectangle_reset_target(id); } surface_free(vSurface); } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); draw_sprite_fit(s_node_fluidSim_turbulence, 0, bbox.xc, bbox.yc, bbox.w, bbox.h); } }