function Node_Brush_Linear(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Brush"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Bool("Active", self, true)); active_index = 1; newInput(2, nodeValue_Int("Iteration", self, 10)) .setValidator(VV_min(1)); newInput(3, nodeValueSeed(self)); newInput(4, nodeValue_Float("Length", self, 10)); newInput(5, nodeValue_Float("Attenuation", self, 0.99)) .setDisplay(VALUE_DISPLAY.slider); newInput(6, nodeValue_Float("Circulation", self, 0.8)) .setDisplay(VALUE_DISPLAY.slider); newInput(7, nodeValue_Surface("Mask", self)); newInput(8, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(9, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(7); // inputs 10, 11 newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ 1, ["Surface", false], 0, 7, 8, 9, 10, 11, ["Effect", false], 2, 4, 5, 6, ]; attribute_surface_depth(); static step = function() { __step_mask_modifier(); } static processData = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_brush_linear); shader_set_f("dimension", surface_get_dimension(_data[0])); shader_set_f("seed", _data[3]); shader_set_i("convStepNums", _data[2]); shader_set_f("itrStepPixLen", _data[4]); shader_set_f("distanceAttenuation", _data[5]); shader_set_f("vectorCirculationRate", _data[6]); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[7], _data[8]); _outSurf = channel_apply(_data[0], _outSurf, _data[9]); return _outSurf; } }