function Node_Grid_Noise(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Grid Noise"; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ])) .setUnitRef(function(index) { return getDimension(index); }); newInput(2, nodeValue_Vec2("Scale", self, [ 8, 8 ])); newInput(3, nodeValueSeed(self)); newInput(4, nodeValue_Float("Shift", self, 0)) .setDisplay(VALUE_DISPLAY.slider, { range: [-0.5, 0.5, 0.01] }); newInput(5, nodeValue_Surface("Texture sample", self)); newInput(6, nodeValue_Enum_Button("Shift axis", self, 0, ["x", "y"])); newInput(7, nodeValue_Enum_Button("Color mode", self, 0, [ "Greyscale", "RGB", "HSV" ])); newInput(8, nodeValue_Slider_Range("Color R range", self, [ 0, 1 ])); newInput(9, nodeValue_Slider_Range("Color G range", self, [ 0, 1 ])); newInput(10, nodeValue_Slider_Range("Color B range", self, [ 0, 1 ])); input_display_list = [ ["Output", false], 0, ["Noise", false], 3, 1, 2, 6, 4, ["Render", false], 5, 7, 8, 9, 10, ]; newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _sed = _data[3]; var _shf = _data[4]; var _sam = _data[5]; var _shfAx = _data[6]; var _col = _data[ 7]; var _clr = _data[ 8]; var _clg = _data[ 9]; var _clb = _data[10]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_grid_noise); shader_set_f("dimension", _dim); shader_set_2("position", _pos); shader_set_2("scale", _sca); shader_set_i("useSampler", is_surface(_sam)); shader_set_f("shift", _shf); shader_set_i("shiftAxis", _shfAx); shader_set_f("seed", _sed); shader_set_i("colored", _col); shader_set_2("colorRanR", _clr); shader_set_2("colorRanG", _clg); shader_set_2("colorRanB", _clb); if(is_surface(_sam)) draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]); else draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } }