function Node_Noise_Hex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Hexagonal Noise"; shader = sh_noise_grid_hex; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_sed = shader_get_uniform(shader, "seed"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_ang = shader_get_uniform(shader, "angle"); uniform_sam = shader_get_uniform(shader, "useSampler"); uniform_samTyp = shader_get_uniform(shader, "sampleMode"); inputs[0] = nodeValue_Dimension(self); inputs[1] = nodeValue_Float("Seed", self, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); inputs[2] = nodeValue_Vec2("Position", self, [ 0, 0] ); inputs[3] = nodeValue_Vec2("Scale", self, [ 8, 8 ] ); inputs[4] = nodeValue_Surface("Texture sample", self); inputs[5] = nodeValue_Enum_Scroll("Oversample mode", self, 2, [ "Empty", "Clamp", "Repeat" ]); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, 2, 3, ["Texture", false], 4 ]; outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _sed = _data[1]; var _pos = _data[2]; var _sca = _data[3]; var _sam = _data[4]; var _samTyp = struct_try_get(attributes, "oversample"); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_target(_outSurf); DRAW_CLEAR shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, [_dim[0], _dim[1]]); shader_set_uniform_f(uniform_sed, _sed); shader_set_uniform_f_array_safe(uniform_pos, _pos); shader_set_uniform_f_array_safe(uniform_sca, _sca); shader_set_uniform_i(uniform_sam, is_surface(_sam)); shader_set_uniform_i(uniform_samTyp, _samTyp); if(is_surface(_sam)) draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]); else draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }