function Node_Offset(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Offset"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("X Offset", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 2] = nodeValue("Y Offset", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; input_display_list = [ 3, ["Surfaces", true], 0, ["Offset", false], 1, 2, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_offset); shader_set_f("offset", _data[1], _data[2]); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } }