function Node_Brush_Linear(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Brush"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 1; inputs[| 2] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 10) .setValidator(VV_min(1)); inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }) inputs[| 4] = nodeValue("Length", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 10); inputs[| 5] = nodeValue("Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.99) .setDisplay(VALUE_DISPLAY.slider); inputs[| 6] = nodeValue("Circulation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.8) .setDisplay(VALUE_DISPLAY.slider); inputs[| 7] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 8] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 9] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(7); // inputs 10, 11 outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 1, ["Surface", false], 0, 7, 8, 9, 10, 11, ["Effect", false], 2, 4, 5, 6, ]; attribute_surface_depth(); static step = function() { __step_mask_modifier(); } static processData = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_brush_linear); shader_set_f("dimension", surface_get_dimension(_data[0])); shader_set_f("seed", _data[3]); shader_set_i("convStepNums", _data[2]); shader_set_f("itrStepPixLen", _data[4]); shader_set_f("distanceAttenuation", _data[5]); shader_set_f("vectorCirculationRate", _data[6]); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[7], _data[8]); _outSurf = channel_apply(_data[0], _outSurf, _data[9]); return _outSurf; } }