function Node_Pixel_Cloud(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Pixel Cloud"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Int("Seed", self, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); inputs[2] = nodeValue_Float("Strength", self, 0.1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] }); inputs[3] = nodeValue_Surface("Strength map", self); inputs[4] = nodeValue_Gradient("Color over lifetime", self, new gradientObject(cola(c_white))) .setMappable(9); inputs[5] = nodeValue_Float("Distance", self, 1); inputs[6] = nodeValue("Alpha over lifetime", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11); inputs[7] = nodeValue_Float("Random blending", self, 0.1) .setDisplay(VALUE_DISPLAY.slider); inputs[8] = nodeValue_Bool("Active", self, true); active_index = 8; ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[9] = nodeValueMap("Gradient map", self); inputs[10] = nodeValueGradientRange("Gradient map range", self, inputs[4]); ////////////////////////////////////////////////////////////////////////////////////////////////// input_display_list = [ 8, ["Input", true], 0, 1, ["Movement", false], 5, 2, 3, ["Color", true], 4, 9, 6, 7 ] outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { inputs[4].mappableStep(); } static processData = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_pixel_cloud); shader_set_f("seed" , _data[1]); shader_set_f("strength", _data[2]); shader_set_f("dist" , _data[5]); shader_set_i("useMap", is_surface(_data[3])); shader_set_surface("strengthMap", _data[3]); shader_set_gradient(_data[4], _data[9], _data[10], inputs[4]); shader_set_f("alpha_curve" , _data[6]); shader_set_i("curve_amount", array_length(_data[6])); shader_set_f("randomAmount", _data[7]); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } }