function Node_create_Texture_Remap(_x, _y) { var node = new Node_Texture_Remap(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Texture_Remap(_x, _y) : Node_Processor(_x, _y) constructor { name = "Texture remap"; uniform_map = shader_get_sampler_index(sh_texture_remap, "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, surface_create(1, 1)); function process_data(_outSurf, _data, _output_index) { surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD if(_data[1]) { shader_set(sh_texture_remap); 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; } }