function Node_create_Cellular(_x, _y) { var node = new Node_Cellular(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Cellular(_x, _y) : Node(_x, _y) constructor { name = "Cellular"; inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4); inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); inputs[| 4] = nodeValue(4, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell", "Rounded" ]); //inputs[| 5] = nodeValue(5, "Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2); //inputs[| 5].setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]); input_display_list = [ ["Output", false], 0, ["Noise", false], 4, 3, 1, 2 ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1)); function update() { var _dim = inputs[| 0].getValue(); var _pos = inputs[| 1].getValue(); var _sca = inputs[| 2].getValue(); var _tim = inputs[| 3].getValue(); var _type = inputs[| 4].getValue(); var _outSurf = outputs[| 0].getValue(); if(!is_surface(_outSurf)) { _outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1])); outputs[| 0].setValue(_outSurf); } else surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1])); if(_type == 0) { shader = sh_cell_noise; } else if(_type == 1) { shader = sh_cell_noise_edge; } else if(_type == 2) { shader = sh_cell_noise_random; } else if(_type == 2) { shader = sh_cell_noise_round; } uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_tim = shader_get_uniform(shader, "time"); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f(uniform_tim, _tim); shader_set_uniform_f_array(uniform_pos, _pos); shader_set_uniform_f(uniform_sca, _sca); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } update(); }