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"); newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Surface("RG Map", self, "Displacement map where red retermine the X position, and green determine the Y position.")); newInput(2, nodeValue_Bool("Active", self, true)); active_index = 2; newInput(3, nodeValue_Enum_Button("Dimension Source", self, 0, [ "Surface", "RG Map" ])); newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ 2, ["Surfaces", false], 0, 1, 3, ] attribute_surface_depth(); attribute_interpolation(); static processData_prebatch = function() { shader_preset_interpolation(shader); } static processData_postbatch = function() { shader_postset_interpolation(); } static processData = function(_outSurf, _data, _output_index, _array_index) { #region if(!is_surface(_data[1])) return _outSurf; var _dim = _data[3]; var _sw = surface_get_width(_data[_dim]); var _sh = surface_get_height(_data[_dim]); _outSurf = surface_verify(_outSurf, _sw, _sh); surface_set_shader(_outSurf, shader); shader_set_interpolation(_data[0]); texture_set_stage(uniform_map, surface_get_texture(_data[1])); draw_surface_stretched_safe(_data[0], 0, 0, _sw, _sh); surface_reset_shader(); return _outSurf; } #endregion }