function Node_Texture_Remap(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Texture Remap"; shader = sh_texture_remap; uniform_map = shader_get_sampler_index(shader, "map"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("RG Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0, "Displacement map where red retermine the X position, and green determine the Y position."); inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 2; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 2, ["Surface", false], 0, 1, ] static process_data = function(_outSurf, _data, _output_index, _array_index) { if(!is_surface(_data[1])) return _outSurf; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE; shader_set(shader); texture_set_stage(uniform_map, surface_get_texture(_data[1])); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }