function Node_Cellular(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Cellular Noise"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4); inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); inputs[| 4] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell", "Crystal" ]); inputs[| 5] = nodeValue("Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 6] = nodeValue("Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]); inputs[| 7] = nodeValue("Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]); inputs[| 8] = nodeValue("Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2) .setDisplay(VALUE_DISPLAY.slider, [1., 10., 0.01]); inputs[| 9] = nodeValue("Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-10., 10., 0.01]) .setVisible(false); inputs[| 10] = nodeValue("Colored", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false) input_display_list = [ ["Output", false], 0, ["Noise", false], 4, 6, 3, 1, 2, ["Radial", false], 8, 9, ["Rendering", false], 5, 7, 10, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static processData = function(_outSurf, _data, _output_index, _array_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); inputs[| 10].setVisible(_type == 2); var _rad = _data[ 8]; var _sht = _data[ 9]; var _col = _data[10]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); 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; else if(_type == 3) shader = sh_cell_noise_crystal; 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"); uniform_col = shader_get_uniform(shader, "colored"); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, _dim); shader_set_uniform_f(uniform_tim, _tim); shader_set_uniform_f_array_safe(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); shader_set_uniform_i(uniform_col, _col); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }