function Node_3D_Depth(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "3D Depth"; inputs[| 0] = nodeValue("Base Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ); inputs[| 1] = nodeValue("Depth", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ); inputs[| 2] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 0, 0] ) .setDisplay(VALUE_DISPLAY.vector); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Texture", false], 0, 1, ["Camera", false], 2, ]; attribute_surface_depth(); attribute_interpolation(); static processData = function(_outSurf, _data, _output_index, _array_index) { var _tex = _data[0]; var _dep = _data[1]; var _rot = _data[2]; if(!is_surface(_tex)) return _outSurf; if(!is_surface(_dep)) return _outSurf; var x_rad = degtorad(_rot[0]); var y_rad = degtorad(_rot[1]); var z_rad = degtorad(_rot[2]); var _cx = cos(y_rad) * cos(z_rad); var _cy = (sin(x_rad) * sin(y_rad) * cos(z_rad) - cos(x_rad) * sin(z_rad)); var _cz = (cos(x_rad) * sin(y_rad) * cos(z_rad) + sin(x_rad) * sin(z_rad)); var up_x = -sin(x_rad); var up_y = cos(x_rad); var up_z = 0; var right_x = cos(y_rad) * cos(z_rad); var right_y = sin(x_rad) * sin(y_rad) * cos(z_rad) - cos(x_rad) * sin(z_rad); var right_z = cos(x_rad) * sin(y_rad) * cos(z_rad) + sin(x_rad) * sin(z_rad); print($"POS: {_cx}, {_cy}, {_cz}"); print($"UP: {up_x}, {up_y}, {up_z}"); print($"RIGHT: {right_x}, {right_y}, {right_z}"); print(""); surface_set_shader(_outSurf, sh_3d_depth); DRAW_CLEAR shader_set_surface("texMap", _tex); shader_set_f("dimension", surface_get_width(_tex), surface_get_height(_tex)); shader_set_surface("depthMap", _dep); shader_set_f("depthDimension", surface_get_width(_dep), surface_get_height(_dep)); shader_set_f("cameraPos", _cx, _cy, _cz); shader_set_f("cameraUp", up_x, up_y, up_z); shader_set_f("cameraRight", right_x, right_y, right_z); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, surface_get_width(_tex), surface_get_height(_tex)); surface_reset_shader(); return _outSurf; } }