function Node_Texture_Remap(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Texture remap"; shader = sh_texture_remap; uniform_map = shader_get_sampler_index(shader, "map"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "RG Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index, _array_index) { if(!is_surface(_data[1])) return _outSurf; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(shader); texture_set_stage(uniform_map, surface_get_texture(_data[1])); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }