function Node_Pixel_Cloud(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Pixel Cloud"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(100000)); inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] }); inputs[| 3] = nodeValue("Strength map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue("Color over lifetime", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ) .setMappable(9); inputs[| 5] = nodeValue("Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 6] = nodeValue("Alpha over lifetime", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11); inputs[| 7] = nodeValue("Random blending", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 8; ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 9] = nodeValueMap("Gradient map", self); inputs[| 10] = nodeValueGradientRange("Gradient map range", self, inputs[| 4]); ////////////////////////////////////////////////////////////////////////////////////////////////// input_display_list = [ 8, ["Input", true], 0, 1, ["Movement", false], 5, 2, 3, ["Color", true], 4, 9, 6, 7 ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { inputs[| 4].mappableStep(); } static processData = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_pixel_cloud); shader_set_f("seed" , _data[1]); shader_set_f("strength", _data[2]); shader_set_f("dist" , _data[5]); shader_set_i("useMap", is_surface(_data[3])); shader_set_surface("strengthMap", _data[3]); shader_set_gradient(_data[4], _data[9], _data[10], inputs[| 4]); shader_set_f("alpha_curve" , _data[6]); shader_set_i("curve_amount", array_length(_data[6])); shader_set_f("randomAmount", _data[7]); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); return _outSurf; } }