function Node_Mirror(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Mirror"; batch_output = false; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); inputs[| 2] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Mirror mask", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 3, ["Surfaces", false], 0, ["Mirror", false], 1, 2, ] attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region PROCESSOR_OVERLAY_CHECK var _pos = current_data[1]; var _ang = current_data[2]; var _posx = _pos[0] * _s + _x; var _posy = _pos[1] * _s + _y; var dx0 = _posx + lengthdir_x(1000, _ang); var dx1 = _posx + lengthdir_x(1000, _ang + 180); var dy0 = _posy + lengthdir_y(1000, _ang); var dy1 = _posy + lengthdir_y(1000, _ang + 180); draw_set_color(COLORS._main_accent); draw_line(dx0, dy0, dx1, dy1); var _hov = false; var hv = inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv; var hv = inputs[| 2].drawOverlay(hover, active, _posx, _posy, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv; return _hov; } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _suf = _data[0]; var _pos = _data[1]; var _ang = _data[2]; var _dim = surface_get_dimension(_suf); surface_set_shader(_outSurf, _output_index? sh_mirror_mask : sh_mirror); shader_set_f("dimension", _dim); shader_set_2("position", _pos); shader_set_f("angle", degtorad(_ang)); draw_surface_safe(_suf); surface_reset_shader(); return _outSurf; } #endregion }