function Node_Noise_Aniso(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Anisotropic Noise"; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Float("X Amount", self, 2)) .setMappable(6); newInput(2, nodeValue_Float("Seed", self, seed_random(6))) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[2].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); newInput(3, nodeValue_Vec2("Position", self, [ 0, 0 ])) .setUnitRef(function(index) { return getDimension(index); }); newInput(4, nodeValue_Rotation("Rotation", self, 0)) .setMappable(8); newInput(5, nodeValue_Float("Y Amount", self, 16)) .setMappable(7); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(6, nodeValueMap("X Amount map", self)); newInput(7, nodeValueMap("Y Amount map", self)); newInput(8, nodeValueMap("Rotation map", self)); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(9, nodeValue_Enum_Scroll("Render mode", self, 0, [ "Blend", "Waterfall" ] )) input_display_list = [ ["Output", false], 0, ["Noise", false], 2, 1, 6, 5, 7, 3, 4, 8, ["Render", false], 9, ]; newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static step = function() { #region inputs[1].mappableStep(); inputs[4].mappableStep(); inputs[5].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[3]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_ani_noise); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f("seed", _data[2]); shader_set_f_map("noiseX", _data[1], _data[6], inputs[1]); shader_set_f_map("noiseY", _data[5], _data[7], inputs[5]); shader_set_f_map("angle", _data[4], _data[8], inputs[4]); shader_set_i("mode", _data[9]); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); return _outSurf; } }