function Node_Quasicrystal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
	name = "Quasicrystal";
	
	newInput(0, nodeValue_Dimension(self));
	
	newInput(1, nodeValue_Float("Scale", self, 16))
		.setDisplay(VALUE_DISPLAY.slider, { range: [1, 64, 0.1] })
		.setMappable(6);
	
	newInput(2, nodeValue_Rotation("Angle", self, 0))
		.setMappable(7);
	
	newInput(3, nodeValue_Vec2("Position", self, [ 0, 0 ] ))
		.setUnitRef(function(index) { return getDimension(index); });
	
	newInput(4, nodeValue_Color("Color 1", self, cola(c_white)));
	
	newInput(5, nodeValue_Color("Color 2", self, cola(c_black)));
	
	//////////////////////////////////////////////////////////////////////////////////////////////////
	
	newInput(6, nodeValueMap("Scale map", self));
	
	newInput(7, nodeValueMap("Angle map", self));
	
	//////////////////////////////////////////////////////////////////////////////////////////////////
	
	newInput(8, nodeValue_Float("Phase", self, 0))
		.setDisplay(VALUE_DISPLAY.slider)
		.setMappable(8);
	
	newInput(9, nodeValueMap("Phasemap", self));
	
	newInput(10, nodeValue_Rotation_Range("Angle Range", self, [ 0, 180 ]));
		
	newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
	
	input_display_list = [ 
		["Output",	 true],	0,  
		["Pattern",	false], 1, 6, 2, 7, 8, 9, 10, 
		["Colors",  false], 4, 5, 
	];
	
	attribute_surface_depth();
	
	static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
		var pos  = getInputData(3);
		var px   = _x + pos[0] * _s;
		var py   = _y + pos[1] * _s;
		var _hov = false;
		
		var  hv  = inputs[3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
		var  hv  = inputs[2].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
		
		return _hov;
	} #endregion
	
	static step = function() { #region
		inputs[1].mappableStep();
		inputs[2].mappableStep();
		inputs[8].mappableStep();
	} #endregion
	
	static processData = function(_outSurf, _data, _output_index, _array_index) { #region
		var _dim  = _data[ 0];
		var _fre  = _data[ 1];
		var _ang  = _data[ 2];
		var _pos  = _data[ 3];
		var _clr0 = _data[ 4];
		var _clr1 = _data[ 5];
		var _aran = _data[10];
		
		_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
			
		surface_set_shader(_outSurf, sh_quarsicrystal);
			shader_set_f("dimension",	 _dim[0], _dim[1]);
			shader_set_f("position",	 _pos[0] / _dim[0], _pos[1] / _dim[1]);
			shader_set_2("rangleRange",	 _aran);
			
			shader_set_f_map("amount",	_data[1], _data[6], inputs[ 1]);
			shader_set_f_map("angle",	_data[2], _data[7], inputs[ 2]);
			shader_set_f_map("phase",	_data[8], _data[9], inputs[ 8]);
			
			shader_set_color("color0", _clr0);
			shader_set_color("color1", _clr1);
			
			draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
		surface_reset_shader();
		
		return _outSurf;
	} #endregion
}