function Node_RM_Cloud(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RM CLoud"; 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, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); inputs[| 4] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] }); inputs[| 5] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 6 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 6] = nodeValue("Density", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 7] = nodeValue("Detail", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 8); inputs[| 8] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.4) .setDisplay(VALUE_DISPLAY.slider); inputs[| 9] = nodeValue("Detail Scaling", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2.); inputs[| 10] = nodeValue("Detail Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 11] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Volume", "Plane" ]); inputs[| 12] = nodeValue("Use Fog", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0) inputs[| 13] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject([ cola(c_black), cola(c_white) ]) ) outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 0, ["Transform", false], 1, 2, 3, ["Camera", false], 4, 5, ["Cloud", false], 11, 6, 8, ["Noise", false], 7, 9, 10, ["Render", false], 13, 12, ]; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {} static step = function() { } static processData = function(_outSurf, _data, _output_index, _array_index = 0) { var _dim = _data[0]; var _pos = _data[1]; var _rot = _data[2]; var _sca = _data[3]; var _fov = _data[4]; var _rng = _data[5]; var _type = _data[11]; var _dens = _data[ 6]; var _thrs = _data[ 8]; var _itrr = _data[ 7]; var _dsca = _data[ 9]; var _datt = _data[10]; var _fogu = _data[12]; var _colr = _data[13]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); surface_set_shader(_outSurf, sh_rm_cloud); shader_set_3("position", _pos); shader_set_3("rotation", _rot); shader_set_f("objectScale", _sca * 4); shader_set_f("fov", _fov); shader_set_2("viewRange", _rng); shader_set_i("type", _type); shader_set_f("density", _dens); shader_set_f("threshold", _thrs); shader_set_i("fogUse", _fogu); shader_set_i("iteration", _itrr); shader_set_f("detailScale", _dsca); shader_set_f("detailAtten", _datt); _colr.shader_submit(); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); return _outSurf; } }