enum SHADER_UNIFORM { integer, float, color, texture, } function addShaderProp(_type = undefined, _key = undefined) { INLINE var _ind = ds_list_size(inputs) - 1; shader_data[_ind] = _type == undefined? 0 : { type: _type, key: _key }; } function Node_Shader(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = ""; shader = noone; shader_data = []; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); static setShader = function(_data) { #region for( var i = 0, n = array_length(shader_data); i < n; i++ ) { var _dat = shader_data[i]; if(_dat == 0) continue; var _inp = inputs[| i]; switch(_dat.type) { case SHADER_UNIFORM.integer : shader_set_i(_dat.key, _data[i]); break; case SHADER_UNIFORM.float : if(struct_has(_inp.attributes, "mapped") && _inp.attributes.mapped) shader_set_f_map(_dat.key, _data[i], _data[_inp.attributes.map_index], _inp); else shader_set_f(_dat.key, _data[i]); break; case SHADER_UNIFORM.color : shader_set_color(_dat.key, _data[i]); break; case SHADER_UNIFORM.texture : shader_set_surface(_dat.key, _data[i]); break; } } } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { return _outSurf; } }