function Node_Time_Remap(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Time Remap"; use_cache = CACHE_USE.manual; shader = sh_time_remap; uniform_map = shader_get_sampler_index(shader, "map"); uniform_min = shader_get_uniform(shader, "vMin"); uniform_max = shader_get_uniform(shader, "vMax"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0) .rejectArray(); inputs[| 1] = nodeValue("Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0) .rejectArray(); inputs[| 2] = nodeValue("Max life", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3) .rejectArray(); inputs[| 3] = nodeValue("Loop", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false) outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Surfaces", false], 0, 1, ["Remap", false], 2, 3, ] attribute_surface_depth(); static update = function(frame = CURRENT_FRAME) { #region var _inSurf = getInputData(0); var _map = getInputData(1); var _life = getInputData(2); var _loop = getInputData(3); var _surf = outputs[| 0].getValue(); _surf = surface_verify(_surf, surface_get_width_safe(_inSurf), surface_get_height_safe(_inSurf), attrDepth()); outputs[| 0].setValue(_surf); var ste = 1 / _life; surface_set_shader(_surf, shader); texture_set_stage(uniform_map, surface_get_texture(_map)); for(var i = 0; i <= _life; i++) { var _frame = CURRENT_FRAME - i; if(_loop) _frame = _frame < 0? TOTAL_FRAMES - 1 + _frame : _frame; else _frame = clamp(_frame, 0, TOTAL_FRAMES - 1); var s = array_safe_get(cached_output, _frame) if(!is_surface(s)) continue; shader_set_uniform_f(uniform_min, i * ste); shader_set_uniform_f(uniform_max, i * ste + ste); draw_surface_safe(s, 0, 0); } surface_reset_shader(); cacheCurrentFrame(_inSurf); } #endregion }