function Node_Zigzag(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Zigzag"; shader = sh_zigzag; uniform_pos = shader_get_uniform(shader, "position"); uniform_amo = shader_get_uniform(shader, "amount"); uniform_bnd = shader_get_uniform(shader, "blend"); uniform_col1 = shader_get_uniform(shader, "col1"); uniform_col2 = shader_get_uniform(shader, "col2"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }); inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 3] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 4] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 5] = nodeValue("Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 2, ["Render", false], 3, 4, 5, ]; attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _amo = _data[1]; var _pos = _data[2]; var _col1 = _data[3]; var _col2 = _data[4]; var _bnd = _data[5]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_target(_outSurf); DRAW_CLEAR shader_set(shader); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f(uniform_amo, _amo); shader_set_uniform_f_array_safe(uniform_col1, colToVec4(_col1)); shader_set_uniform_f_array_safe(uniform_col2, colToVec4(_col2)); shader_set_uniform_i(uniform_bnd, _bnd); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }