function Node_Diffuse(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Diffuse"; inputs[| 0] = nodeValue("Density field", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ); inputs[| 1] = nodeValue("Dissipation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.05) .setDisplay(VALUE_DISPLAY.slider, { range: [ -0.2, 0.2, 0.001] }); inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 3] = nodeValue("Randomness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 4] = nodeValue("Flow rate", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 1, 0.01] }); inputs[| 5] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.7 ]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 6] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random()) inputs[| 7] = nodeValue("External", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ); inputs[| 8] = nodeValue("External strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.3) .setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01] }); inputs[| 9] = nodeValue("Detail", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) outputs[| 0] = nodeValue("Result", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 0, 6, ["Diffuse", false], 1, ["Flow", false], 2, 9, 3, 4, ["Forces", false], 8, ["Rendering", false], 5, ] temp_surface = [ surface_create(1, 1), surface_create(1, 1) ]; static update = function() { var _surf = getInputData(0); var _diss = getInputData(1); var _scal = getInputData(2); var _rand = getInputData(3); var _flow = getInputData(4); var _thre = getInputData(5); var _seed = getInputData(6); var _fstr = getInputData(8); var _detl = getInputData(9); if(!is_surface(_surf)) return; var _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf); var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, _sw, _sh); for( var i = 0, n = array_length(temp_surface); i < n; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh); surface_set_shader(temp_surface[0], sh_diffuse_dissipate); shader_set_f("dimension", _sw, _sh); shader_set_f("dissipation", 1 - _diss); draw_surface_safe(_surf); surface_reset_shader(); surface_set_shader(temp_surface[1], sh_diffuse_flow); shader_set_f("dimension", _sw, _sh); shader_set_f("scale", _scal); shader_set_i("iteration", _detl); shader_set_f("flowRate", _flow); shader_set_f("seed", _seed + CURRENT_FRAME * _rand / 100); shader_set_f("externalForce", _fstr); draw_surface_safe(temp_surface[0]); surface_reset_shader(); surface_set_shader(_outSurf, sh_diffuse_post); shader_set_f("dimension", _sw, _sh); shader_set_f("threshold", _thre); draw_surface_safe(temp_surface[1]); surface_reset_shader(); outputs[| 0].setValue(_outSurf); } }