function Node_Noise_Simplex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Simplex Noise"; shader = sh_simplex; uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_itr = shader_get_uniform(shader, "iteration"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 0, 0] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [2, 2] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1 ) .setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, 2, 3, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _itr = _data[3]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f_array_safe(uniform_pos, _pos); shader_set_uniform_f_array_safe(uniform_sca, _sca); shader_set_uniform_i(uniform_itr, _itr); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }