function Node_Offset(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Offset"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Float("X Offset", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider); newInput(2, nodeValue_Float("Y Offset", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider); newInput(3, nodeValue_Bool("Active", self, true)); active_index = 3; input_display_list = [ 3, ["Surfaces", true], 0, ["Offset", false], 1, 2, ] newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_offset); shader_set_f("offset", _data[1], _data[2]); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } }