function Node_Noise(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "Noise"; shader = sh_noise; uniform_sed = shader_get_uniform(shader, "seed"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(99999)); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static update = function() { var _dim = inputs[| 0].getValue(); var _sed = inputs[| 1].getValue(); var _outSurf = outputs[| 0].getValue(); if(!is_surface(_outSurf)) { _outSurf = surface_create_valid(_dim[0], _dim[1]); outputs[| 0].setValue(_outSurf); } else surface_size_to(_outSurf, _dim[0], _dim[1]); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f(uniform_sed, _sed); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } doUpdate(); }