function Node_Stripe(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Stripe"; shader = sh_stripe; uniform_grad_use = shader_get_uniform(shader, "gradient_use"); uniform_grad_blend = shader_get_uniform(shader, "gradient_blend"); uniform_grad = shader_get_uniform(shader, "gradient_color"); uniform_grad_time = shader_get_uniform(shader, "gradient_time"); uniform_grad_key = shader_get_uniform(shader, "gradient_keys"); uniform_dim = shader_get_uniform(shader, "dimension"); uniform_pos = shader_get_uniform(shader, "position"); uniform_angle = shader_get_uniform(shader, "angle"); uniform_amount = shader_get_uniform(shader, "amount"); uniform_blend = shader_get_uniform(shader, "blend"); uniform_rand = shader_get_uniform(shader, "rand"); uniform_clr0 = shader_get_uniform(shader, "color0"); uniform_clr1 = shader_get_uniform(shader, "color1"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [1, 16, 0.1]); inputs[| 2] = nodeValue(2, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 3] = nodeValue(3, "Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Smoothly blend between each stripe."); inputs[| 4] = nodeValue(4, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 5] = nodeValue(5, "Random", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 6] = nodeValue(6, "Random color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue(7, "Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white) .setDisplay(VALUE_DISPLAY.gradient); inputs[| 8] = nodeValue(8, "Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 9] = nodeValue(9, "Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ ["Output", true], 0, ["Pattern", false], 1, 2, 4, 5, ["Render", false], 6, 7, 8, 9, 3 ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { var pos = inputs[| 4].getValue(); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); inputs[| 2].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _amo = _data[1]; var _ang = _data[2]; var _bnd = _data[3]; var _pos = _data[4]; var _rnd = _data[5]; var _clr0 = _data[8]; var _clr1 = _data[9]; var _grad_use = _data[6]; inputs[| 7].setVisible(_grad_use); inputs[| 8].setVisible(!_grad_use); inputs[| 9].setVisible(!_grad_use); var _gra = _data[7]; var _gra_data = inputs[| 7].getExtraData(); var _g = getGradientData(_gra, _gra_data); var _grad_color = _g[0]; var _grad_time = _g[1]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f(uniform_angle, degtorad(_ang)); shader_set_uniform_f(uniform_amount, _amo); shader_set_uniform_f(uniform_blend, _bnd); shader_set_uniform_f(uniform_rand, _rnd); shader_set_uniform_f_array(uniform_clr0, colToVec4(_clr0)); shader_set_uniform_f_array(uniform_clr1, colToVec4(_clr1)); shader_set_uniform_i(uniform_grad_use, _grad_use); shader_set_uniform_i(uniform_grad_blend, ds_list_get(_gra_data, 0)); shader_set_uniform_f_array(uniform_grad, _grad_color); shader_set_uniform_f_array(uniform_grad_time, _grad_time); shader_set_uniform_i(uniform_grad_key, ds_list_size(_gra)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }