function Node_Grid_Noise(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Grid noise"; shader = sh_grid_noise; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_sed = shader_get_uniform(shader, "seed"); uniform_shf = shader_get_uniform(shader, "shift"); uniform_sam = shader_get_uniform(shader, "useSampler"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(0, index); }); inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 8, 8 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); inputs[| 4] = nodeValue(4, "X shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-2, 2, 0.01]); inputs[| 5] = nodeValue(5, "Texture sample", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); input_display_list = [ ["Ouptut", false], 0, ["Effect", false], 3, 1, 2, 4, ["Render", false], 5, ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _sed = _data[3]; var _shf = _data[4]; var _sam = _data[5]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); surface_set_target(_outSurf); draw_clear_alpha(0, 0); shader_set(shader); shader_set_uniform_f_array(uniform_dim, _dim); shader_set_uniform_f_array(uniform_pos, _pos); shader_set_uniform_f_array(uniform_sca, _sca); shader_set_uniform_i(uniform_sam, is_surface(_sam)); shader_set_uniform_f(uniform_shf, _shf); random_set_seed(_sed); shader_set_uniform_f(uniform_sed, random_range(1.0, 10.0)); if(is_surface(_sam)) draw_surface_stretched(_sam, 0, 0, _dim[0], _dim[1]); else draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } doUpdate(); }