function Node_Repeat_Texture(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Repeat Texture"; dimension_index = 1; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ); inputs[| 1] = nodeValue("Target dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Tile", "Scatter", "Cell" ]); inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }) outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 3, ["Surfaces", false], 0, ["Repeat", false], 1, 2, ]; attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _dim = _data[1]; var _type = _data[2]; var _seed = _data[3]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); if(!is_surface(_surf)) return _outSurf; var _sdim = surface_get_dimension(_surf); gpu_set_texrepeat(1); surface_set_shader(_outSurf, sh_texture_repeat); shader_set_f("seed", _seed); shader_set_f("dimension", _dim); shader_set_f("surfaceDimension", _sdim); shader_set_surface("surface", _surf); shader_set_i("type", _type); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); gpu_set_texrepeat(0); return _outSurf; } }