function Node_create_Grid(_x, _y) { var node = new Node_Grid(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Grid(_x, _y) : Node(_x, _y) constructor { name = "Grid"; shader = sh_grid; uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_wid = shader_get_uniform(shader, "width"); uniform_ang = shader_get_uniform(shader, "angle"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.02) .setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]); inputs[| 4] = nodeValue(4, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); input_display_list = [ ["Effect settings", false], 0, 3, ["Transformation", false], 1, 4, 2 ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1)); static drawOverlay = function(_active, _x, _y, _s, _mx, _my) { inputs[| 1].drawOverlay(_active, _x, _y, _s, _mx, _my); } static update = function() { var _dim = inputs[| 0].getValue(); var _pos = inputs[| 1].getValue(); var _sca = inputs[| 2].getValue(); var _wid = inputs[| 3].getValue(); var _ang = inputs[| 4].getValue(); var _outSurf = outputs[| 0].getValue(); if(!is_surface(_outSurf)) { _outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1])); outputs[| 0].setValue(_outSurf); } else surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1])); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f_array(uniform_sca, _sca); shader_set_uniform_f(uniform_wid, _wid); shader_set_uniform_f(uniform_ang, degtorad(_ang)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } doUpdate(); }