function Node_Noise_Simplex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Simplex Noise"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .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, { range: [1, 16, 1] }); inputs[| 4] = nodeValue("Color mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "RGB", "HSV" ]); inputs[| 5] = nodeValue("Color R range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 6] = nodeValue("Color G range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 7] = nodeValue("Color B range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, 2, 3, ["Render", false], 4, 5, 6, 7, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { var _col = getInputData(4); inputs[| 5].setVisible(_col != 0); inputs[| 6].setVisible(_col != 0); inputs[| 7].setVisible(_col != 0); inputs[| 5].name = _col == 1? "Color R range" : "Color H range"; inputs[| 6].name = _col == 1? "Color G range" : "Color S range"; inputs[| 7].name = _col == 1? "Color B range" : "Color V range"; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _itr = _data[3]; var _col = _data[4]; var _clr = _data[5]; var _clg = _data[6]; var _clb = _data[7]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_simplex); shader_set_f("position", _pos); shader_set_f("scale", _sca); shader_set_i("iteration", _itr); shader_set_i("colored", _col); shader_set_f("colorRanR", _clr); shader_set_f("colorRanG", _clg); shader_set_f("colorRanB", _clb); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } }