function Node_create_Perlin(_x, _y) { var node = new Node_Perlin(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Perlin(_x, _y) : Node(_x, _y) constructor { name = "Perlin"; shader = sh_perlin_tiled; uniform_dim = shader_get_uniform(shader, "u_resolution"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_ite = shader_get_uniform(shader, "iteration"); uniform_bri = shader_get_uniform(shader, "bright"); 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, [ 5, 5 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2); inputs[| 4] = nodeValue(4, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1)); static update = function() { var _dim = inputs[| 0].getValue(); var _pos = inputs[| 1].getValue(); var _sca = inputs[| 2].getValue(); var _ite = inputs[| 3].getValue(); var _bri = 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_array(uniform_dim, _dim); shader_set_uniform_f_array(uniform_pos, _pos); shader_set_uniform_f_array(uniform_sca, _sca); shader_set_uniform_f(uniform_bri, _bri); shader_set_uniform_i(uniform_ite, _ite); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } doUpdate(); }