function Node_Gradient_Points(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "4 Points Gradient"; shader = sh_gradient_points; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_cen = shader_get_uniform(shader, "center"); uniform_col = shader_get_uniform(shader, "color"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Center 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue(2, "Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); inputs[| 3] = nodeValue(3, "Center 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size, 0 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 4] = nodeValue(4, "Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); inputs[| 5] = nodeValue(5, "Center 3", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, def_surf_size ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 6] = nodeValue(6, "Color 3", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); inputs[| 7] = nodeValue(7, "Center 4", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size, def_surf_size ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 8] = nodeValue(8, "Color 4", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ ["Output", true], 0, ["Positions", false], 1, 3, 5, 7, ["Colors", false], 2, 4, 6, 8, ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { if(inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; if(inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; if(inputs[| 5].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; if(inputs[| 7].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); var _1cen = _data[1]; var _1col = _data[2]; var _2cen = _data[3]; var _2col = _data[4]; var _3cen = _data[5]; var _3col = _data[6]; var _4cen = _data[7]; var _4col = _data[8]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); shader_set(shader); shader_set_uniform_f_array(uniform_dim, [_dim[0], _dim[1]]); shader_set_uniform_f_array(uniform_cen, array_merge(_1cen, _2cen, _3cen, _4cen)); shader_set_uniform_f_array(uniform_col, array_merge(colorArrayFromReal(_1col), colorArrayFromReal(_2col), colorArrayFromReal(_3col), colorArrayFromReal(_4col))); draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }