function Node_Perlin(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Perlin Noise"; shader = sh_perlin_tiled; uniform_dim = shader_get_uniform(shader, "u_resolution"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_ite = shader_get_uniform(shader, "iteration"); uniform_sed = shader_get_uniform(shader, "seed"); uniform_til = shader_get_uniform(shader, "tile"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 5, 5 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2); inputs[| 4] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 5] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999)); input_display_list = [ ["Surface", true], 0, 5, ["Noise", false], 1, 2, 3, 4, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _ite = _data[3]; var _til = _data[4]; var _sed = _data[5]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, _dim); shader_set_uniform_f_array_safe(uniform_pos, _pos); shader_set_uniform_f_array_safe(uniform_sca, _sca); shader_set_uniform_f(uniform_sed, _sed); shader_set_uniform_i(uniform_til, _til); shader_set_uniform_i(uniform_ite, _ite); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }