function Node_Cellular(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Cellular"; inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4); inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); inputs[| 4] = nodeValue(4, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell" ]); inputs[| 5] = nodeValue(5, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 6] = nodeValue(6, "Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]); inputs[| 7] = nodeValue(7, "Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]); inputs[| 8] = nodeValue(8, "Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2) .setDisplay(VALUE_DISPLAY.slider, [1., 10., 0.01]); inputs[| 9] = nodeValue(9, "Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-10., 10., 0.01]) .setVisible(false); input_display_list = [ ["Output", false], 0, ["Noise", false], 4, 6, 3, 1, 2, ["Radial", false], 8, 9, ["Rendering", false], 5, 7 ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _tim = _data[3]; var _type = _data[4]; var _con = _data[5]; var _pat = _data[6]; var _mid = _data[7]; inputs[| 8].setVisible(_pat == 1); inputs[| 9].setVisible(_pat == 1); var _rad = _data[8]; var _sht = _data[9]; if(!is_surface(_outSurf)) _outSurf = surface_create_valid(_dim[0], _dim[1]); else surface_size_to(_outSurf, _dim[0], _dim[1]); if(_type == 0) shader = sh_cell_noise; else if(_type == 1) shader = sh_cell_noise_edge; else if(_type == 2) shader = sh_cell_noise_random; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_tim = shader_get_uniform(shader, "time"); uniform_con = shader_get_uniform(shader, "contrast"); uniform_pat = shader_get_uniform(shader, "pattern"); uniform_mid = shader_get_uniform(shader, "middle"); uniform_rad = shader_get_uniform(shader, "radiusScale"); uniform_sht = shader_get_uniform(shader, "radiusShatter"); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f_array(uniform_dim, _dim); shader_set_uniform_f(uniform_tim, _tim); shader_set_uniform_f_array(uniform_pos, _pos); shader_set_uniform_f(uniform_sca, _sca); shader_set_uniform_f(uniform_con, _con); shader_set_uniform_f(uniform_mid, _mid); shader_set_uniform_f(uniform_rad, _rad); shader_set_uniform_f(uniform_sht, _sht); shader_set_uniform_i(uniform_pat, _pat); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } doUpdate(); }