function Node_Pixel_Cloud(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Pixel Cloud"; shader = sh_pixel_cloud; uniform_sed = shader_get_uniform(shader, "seed"); uniform_str = shader_get_uniform(shader, "strength"); uniform_dis = shader_get_uniform(shader, "dist"); uniform_map_use = shader_get_uniform(shader, "useMap"); uniform_map = shader_get_sampler_index(shader, "strengthMap"); uniform_grad_blend = shader_get_uniform(shader, "gradient_blend"); uniform_grad = shader_get_uniform(shader, "gradient_color"); uniform_grad_time = shader_get_uniform(shader, "gradient_time"); uniform_grad_key = shader_get_uniform(shader, "gradient_keys"); uniform_alpha = shader_get_uniform(shader, "alpha_curve"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(100000)); inputs[| 2] = nodeValue(2, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 3] = nodeValue(3, "Strength map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue(4, "Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white) .setDisplay(VALUE_DISPLAY.gradient); inputs[| 5] = nodeValue(5, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 6] = nodeValue(6, "Alpha over lifetime", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, [1, 1, 1, 1]) .setDisplay(VALUE_DISPLAY.curve); input_display_list = [ ["Input", true], 0, 1, ["Movement", false], 5, 2, 3, ["Color", true], 4, 6 ] outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _sed = _data[1]; var _str = _data[2]; var _map = _data[3]; var _gra = _data[4]; var _gra_data = inputs[| 4].getExtraData(); var _grad_color = []; var _grad_time = []; var _dis = _data[5]; var _alp = _data[6]; for(var i = 0; i < ds_list_size(_gra); i++) { _grad_color[i * 4 + 0] = color_get_red(_gra[| i].value) / 255; _grad_color[i * 4 + 1] = color_get_green(_gra[| i].value) / 255; _grad_color[i * 4 + 2] = color_get_blue(_gra[| i].value) / 255; _grad_color[i * 4 + 3] = 1; _grad_time[i] = _gra[| i].time; } surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(shader); shader_set_uniform_f(uniform_sed, _sed); shader_set_uniform_f(uniform_str, _str); shader_set_uniform_f(uniform_dis, _dis); if(is_surface(_map)) { shader_set_uniform_i(uniform_map_use, 1); texture_set_stage(uniform_map, surface_get_texture(_map)); } else { shader_set_uniform_i(uniform_map_use, 0); } shader_set_uniform_i(uniform_grad_blend, ds_list_get(_gra_data, 0)); shader_set_uniform_f_array(uniform_grad, _grad_color); shader_set_uniform_f_array(uniform_grad_time, _grad_time); shader_set_uniform_i(uniform_grad_key, ds_list_size(_gra)); shader_set_uniform_f_array(uniform_alpha, _alp); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }