function Node_create_Zigzag(_x, _y) { var node = new Node_Zigzag(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Zigzag(_x, _y) : Node(_x, _y) constructor { name = "Zigzag"; uniform_amount = shader_get_uniform(sh_zigzag, "amount"); 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, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]); 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 _amo = inputs[| 1].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])); surface_set_target(_outSurf); shader_set(sh_zigzag); shader_set_uniform_f(uniform_amount, _amo); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } update(); }