function Node_Noise(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Noise"; 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("Color mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "RGB", "HSV" ]); inputs[| 3] = nodeValue("Color R range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 4] = nodeValue("Color G range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 5] = nodeValue("Color B range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, ["Color", false], 2, 3, 4, 5, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { var _col = getInputData(2); inputs[| 3].setVisible(_col != 0); inputs[| 4].setVisible(_col != 0); inputs[| 5].setVisible(_col != 0); inputs[| 3].name = _col == 1? "Color R range" : "Color H range"; inputs[| 4].name = _col == 1? "Color G range" : "Color S range"; inputs[| 5].name = _col == 1? "Color B range" : "Color V range"; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _sed = _data[1]; var _col = _data[2]; var _clr = _data[3]; var _clg = _data[4]; var _clb = _data[5]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_noise); shader_set_f("seed", _sed); shader_set_i("colored", _col); shader_set_f("colorRanR", _clr); shader_set_f("colorRanG", _clg); shader_set_f("colorRanB", _clb); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } }