function Node_Zigzag(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Zigzag"; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Int("Amount", self, 1)) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }) .setMappable(6); newInput(2, nodeValue_Vec2("Position", self, [0, 0] )) .setUnitRef(function(index) { return getDimension(index); }); newInput(3, nodeValue_Color("Color 1", self, c_white)); newInput(4, nodeValue_Color("Color 2", self, c_black)); newInput(5, nodeValue_Enum_Button("Type", self, 0, [ "Solid", "Smooth", "AA" ])); ////////////////////////////////////////////////////////////////////////////////// newInput(6, nodeValueMap("Amount map", self)); newInput(7, nodeValueMap("Angle map", self)); ////////////////////////////////////////////////////////////////////////////////// newInput(8, nodeValue_Rotation("Angle", self, 0)) .setMappable(7); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 6, 2, 8, ["Render", false], 5, 3, 4, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { PROCESSOR_OVERLAY_CHECK var pos = current_data[2]; var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var _hov = false; var hv = inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; var hv = inputs[8].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static step = function() { #region inputs[1].mappableStep(); inputs[8].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[2]; var _col1 = _data[3]; var _col2 = _data[4]; var _bnd = _data[5]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_zigzag); shader_set_f("dimension", _dim); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f_map("amount", _data[1], _data[6], inputs[1]); shader_set_f_map("angle", _data[8], _data[7], inputs[8]); shader_set_i("blend", _bnd); shader_set_color("col1", _col1); shader_set_color("col2", _col2); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } }