function Node_Skew(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Skew"; shader = sh_skew; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_cen = shader_get_uniform(shader, "center"); uniform_axs = shader_get_uniform(shader, "axis"); uniform_amo = shader_get_uniform(shader, "amount"); uniform_wrp = shader_get_uniform(shader, "wrap"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, ["x", "y"]); inputs[| 2] = nodeValue(2, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-1, 1, 0.01]); inputs[| 3] = nodeValue(3, "Wrap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 4] = nodeValue(4, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] ) .setDisplay(VALUE_DISPLAY.vector, button(function() { centerAnchor(); }) .setIcon(THEME.anchor) .setTooltip("Set to center")); input_display_list = [ 0, 4, 1, 2, 3 ] outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static centerAnchor = function() { if(!is_surface(current_data[0])) return; var ww = surface_get_width(current_data[0]); var hh = surface_get_height(current_data[0]); inputs[| 4].setValue([ww / 2, hh / 2]); } static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index) { var _axis = _data[1]; var _amou = _data[2]; var _wrap = _data[3]; var _cent = _data[4]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD shader_set(shader); shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0])); shader_set_uniform_f(uniform_cen, _cent[0], _cent[1]); shader_set_uniform_i(uniform_axs, _axis); shader_set_uniform_f(uniform_amo, _amou); shader_set_uniform_i(uniform_wrp, _wrap); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }