function Node_Repeat_Texture(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Repeat Texture"; dimension_index = 1; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Vec2("Target dimension", self, DEF_SURF)); newInput(2, nodeValue_Enum_Scroll("Type", self, 1, [ "Tile", "Scatter", "Cell" ])); newInput(3, nodeValue_Float("Seed", self, seed_random(6))) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }) outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 3, ["Surfaces", false], 0, ["Repeat", false], 1, 2, ]; attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _dim = _data[1]; var _type = _data[2]; var _seed = _data[3]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); if(!is_surface(_surf)) return _outSurf; var _sdim = surface_get_dimension(_surf); gpu_set_texrepeat(1); surface_set_shader(_outSurf, sh_texture_repeat); shader_set_f("seed", _seed); shader_set_f("dimension", _dim); shader_set_f("surfaceDimension", _sdim); shader_set_surface("surface", _surf); shader_set_i("type", _type); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); gpu_set_texrepeat(0); return _outSurf; } }