function Node_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Displace"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0], "Vector to displace pixel by." ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY._default, { side_button: button(function() { var jun = inputs[| 15]; jun.visible = !jun.visible; setHeight(); }).setIcon( THEME.value_use_surface, [ function() { return inputs[| 15].visible; } ], COLORS._main_icon ) .setTooltip("Use map") }); inputs[| 4] = nodeValue("Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0., "Brightness value to be use as a basis for 'no displacement'.") .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue("Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, @"Use color data set extra information. - Ignore: Don't use color data. - Vector: Use red as X displacement, green as Y displacement. - Angle: Use red as angle, green as distance.") .setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ]); inputs[| 6] = nodeValue("Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, @"If not set, then strength value is multiplied directly to the displacement. If set, then strength value control how many times the effect applies on itself."); inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 9] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 10] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 10; inputs[| 11] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Overwrite", "Min", "Max" ]); inputs[| 12] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(8); // inputs 13, 14 inputs[| 15] = nodeValue("Strength map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone) .setVisible(false, false); input_display_list = [ 10, 12, ["Surfaces", true], 0, 8, 9, 13, 14, ["Displace", false], 1, 3, 15, 4, ["Color", false], 5, 2, ["Algorithm", true], 6, 11, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); attribute_interpolation(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region switch(_data[5]) { case 0 : inputs[| 2].setVisible(true); break; case 1 : case 2 : inputs[| 2].setVisible(false); break; } var ww = surface_get_width_safe(_data[0]); var hh = surface_get_height_safe(_data[0]); var mw = surface_get_width_safe(_data[1]); var mh = surface_get_height_safe(_data[1]); surface_set_shader(_outSurf, sh_displace); shader_set_interpolation(_data[0]); shader_set_surface("map", _data[1]); shader_set_f("dimension", [ww, hh]); shader_set_f("map_dimension", [mw, mh]); shader_set_f("displace", _data[ 2]); shader_set_f("strength", _data[ 3]); shader_set_surface_i("strengthSurf", "strengthUseSurf", _data[15]); shader_set_f("middle", _data[ 4]); shader_set_i("use_rg", _data[ 5]); shader_set_i("iterate", _data[ 6]); shader_set_i("blendMode", _data[11]); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[8], _data[9]); _outSurf = channel_apply(_data[0], _outSurf, _data[12]); return _outSurf; } #endregion }