function Node_create_Grid_Noise(_x, _y) { var node = new Node_Grid_Noise(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Grid_Noise(_x, _y) : Node(_x, _y) constructor { name = "Grid noise"; shader = sh_grid_noise; uniform_dim = shader_get_uniform(shader, "u_resolution"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_sed = shader_get_uniform(shader, "seed"); uniform_shf = shader_get_uniform(shader, "shift"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 8, 8 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); inputs[| 4] = nodeValue(4, "X shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-2, 2, 0.01]); input_display_list = [ ["Effect settings", false], 0, 3, 1, 2, 4 ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1)); static drawOverlay = function(_active, _x, _y, _s, _mx, _my) { inputs[| 1].drawOverlay(_active, _x, _y, _s, _mx, _my); } function update() { var _dim = inputs[| 0].getValue(); var _pos = inputs[| 1].getValue(); var _sca = inputs[| 2].getValue(); var _sed = inputs[| 3].getValue(); var _shf = inputs[| 4].getValue(); var _outSurf = outputs[| 0].getValue(); if(!is_surface(_outSurf)) { _outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1])); outputs[| 0].setValue(_outSurf); } else surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1])); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f_array(uniform_dim, _dim); shader_set_uniform_f_array(uniform_pos, _pos); shader_set_uniform_f_array(uniform_sca, _sca); shader_set_uniform_f(uniform_shf, _shf); random_set_seed(_sed); shader_set_uniform_f(uniform_sed, random_range(1.0, 10.0)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } doUpdate(); }