function Node_Noise_Aniso(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Anisotropic Noise"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("X Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2) .setMappable(6); inputs[| 2] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 2].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 4] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation) .setMappable(8); inputs[| 5] = nodeValue("Y Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16) .setMappable(7); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 6] = nodeValueMap("X Amount map", self); inputs[| 7] = nodeValueMap("Y Amount map", self); inputs[| 8] = nodeValueMap("Rotation map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 9] = nodeValue("Render mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Blend", "Waterfall" ] ) input_display_list = [ ["Output", false], 0, ["Noise", false], 2, 1, 6, 5, 7, 3, 4, 8, ["Render", false], 9, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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[| 3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static step = function() { #region inputs[| 1].mappableStep(); inputs[| 4].mappableStep(); inputs[| 5].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[3]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_ani_noise); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f("seed", _data[2]); shader_set_f_map("noiseX", _data[1], _data[6], inputs[| 1]); shader_set_f_map("noiseY", _data[5], _data[7], inputs[| 5]); shader_set_f_map("angle", _data[4], _data[8], inputs[| 4]); shader_set_i("mode", _data[9]); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); return _outSurf; } }