function Node_Noise_Tri(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Triangle Noise"; shader = sh_noise_grid_tri; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_sed = shader_get_uniform(shader, "seed"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_ang = shader_get_uniform(shader, "angle"); uniform_sam = shader_get_uniform(shader, "useSampler"); uniform_samTyp = shader_get_uniform(shader, "sampleMode"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { inputs[| 1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue("Texture sample", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 5] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, 2, 3, ["Texture", false], 4, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _sed = _data[1]; var _pos = _data[2]; var _sca = _data[3]; var _sam = _data[4]; var _samTyp = struct_try_get(attributes, "oversample"); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_target(_outSurf); DRAW_CLEAR shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, [_dim[0], _dim[1]]); shader_set_uniform_f(uniform_sed, _sed); shader_set_uniform_f_array_safe(uniform_pos, _pos); shader_set_uniform_f_array_safe(uniform_sca, _sca); shader_set_uniform_i(uniform_sam, is_surface(_sam)); shader_set_uniform_i(uniform_samTyp, _samTyp); if(is_surface(_sam)) draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]); else draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }