function Node_Time_Remap(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "Time remap"; use_cache = true; shader = sh_time_remap; uniform_map = shader_get_sampler_index(shader, "map"); uniform_min = shader_get_uniform(shader, "vMin"); uniform_max = shader_get_uniform(shader, "vMax"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue(2, "Max life", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static update = function() { if(array_length(cached_output) != ANIMATOR.frames_total + 1) return; var _inSurf = inputs[| 0].getValue(); var _map = inputs[| 1].getValue(); var _life = inputs[| 2].getValue(); var _surf = outputs[| 0].getValue(); if(!is_surface(_surf)) { _surf = surface_create_valid(surface_get_width(_inSurf), surface_get_height(_inSurf)); outputs[| 0].setValue(_surf); } else surface_size_to(_surf, surface_get_width(_inSurf), surface_get_height(_inSurf)); var ste = 1 / _life; surface_set_target(_surf); draw_clear_alpha(0, 0); shader_set(shader); texture_set_stage(uniform_map, surface_get_texture(_map)); for(var i = 0; i <= _life; i++) { var frame = clamp(ANIMATOR.current_frame - i, 0, ANIMATOR.frames_total - 1); if(is_surface(cached_output[frame])) { shader_set_uniform_f(uniform_min, i * ste); shader_set_uniform_f(uniform_max, i * ste + ste); draw_surface_safe(cached_output[frame], 0, 0); } } shader_reset(); surface_reset_target(); cacheCurrentFrame(_inSurf); } }