function Node_Atlas(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Pixel Expand"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Bool("Active", self, true)); active_index = 1; newInput(2, nodeValue_Enum_Scroll("Method", self, 0, [ "Radial", "Scan" ])); newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ 1, 0, 2 ]; temp_surface = array_create(2); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _surf = _data[0]; var _meth = _data[2]; var _dim = surface_get_dimension(_data[0]); for( var i = 0; i < 2; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _dim[0], _dim[1]); if(_meth == 0) { var _bg = 0; var _itr = ceil(max(_dim[0], _dim[1]) / 16); surface_set_shader(temp_surface[!_bg]); draw_surface_safe(_surf); surface_reset_shader(); repeat(_itr) { surface_set_shader(temp_surface[_bg], sh_atlas); shader_set_f("dimension", _dim); draw_surface_safe(temp_surface[!_bg]); surface_reset_shader(); _bg = !_bg; } surface_set_shader(_outSurf); draw_surface_safe(temp_surface[!_bg]); surface_reset_shader(); } else if(_meth == 1) { surface_set_shader(temp_surface[0], sh_atlas_scan); shader_set_f("dimension", _dim); shader_set_f("iteration", _dim[0]); shader_set_i("axis", 0); draw_surface_safe(_surf); surface_reset_shader(); surface_set_shader(temp_surface[1], sh_atlas_scan); shader_set_f("dimension", _dim); shader_set_f("iteration", _dim[1]); shader_set_i("axis", 1); draw_surface_safe(temp_surface[0]); surface_reset_shader(); surface_set_shader(_outSurf); draw_surface_safe(temp_surface[1]); surface_reset_shader(); } return _outSurf; } #endregion }