function Node_Noise_Aniso(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "Noise Anisotropic"; shader = sh_ani_noise; uniform_noi = shader_get_uniform(shader, "noiseAmount"); uniform_sed = shader_get_uniform(shader, "seed"); uniform_pos = shader_get_uniform(shader, "position"); uniform_ang = shader_get_uniform(shader, "angle"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 16 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(9999999)); inputs[| 3] = nodeValue(3, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue(4, "Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); input_display_list = [ ["Output", false], 0, ["Noise", false], 2, 1, 3, 4 ]; 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[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static update = function() { var _dim = inputs[| 0].getValue(); var _amo = inputs[| 1].getValue(); var _sed = inputs[| 2].getValue(); var _pos = inputs[| 3].getValue(); var _ang = inputs[| 4].getValue(); var _outSurf = outputs[| 0].getValue(); if(!is_surface(_outSurf)) { _outSurf = surface_create_valid(_dim[0], _dim[1]); outputs[| 0].setValue(_outSurf); } else surface_size_to(_outSurf, _dim[0], _dim[1]); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f_array(uniform_noi, _amo); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f(uniform_sed, _sed); shader_set_uniform_f(uniform_ang, degtorad(_ang)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } doUpdate(); }