function Node_Perlin_Smear(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Smear noise"; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ])) .setUnitRef(function(index) { return getDimension(index); }); newInput(2, nodeValue_Vec2("Scale", self, [ 4, 6 ])); newInput(3, nodeValue_Int("Iteration", self, 3)); newInput(4, nodeValue_Float("Brightness", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider); newInput(5, nodeValue_Rotation("Rotation", self, 0)); newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, 5, 2, 3, 4, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _ite = _data[3]; var _bri = _data[4]; var _rot = _data[5]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_perlin_smear); shader_set_f("u_resolution", _dim); shader_set_2("position", _pos); shader_set_2("scale", _sca); shader_set_f("bright", _bri); shader_set_i("iteration", _ite); shader_set_f("rotation", degtorad(_rot)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } }