function Node_create_Stripe(_x, _y) { var node = new Node_Stripe(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Stripe(_x, _y) : Node(_x, _y) constructor { name = "Stripe"; uniform_pos = shader_get_uniform(sh_stripe, "position"); uniform_angle = shader_get_uniform(sh_stripe, "angle"); uniform_amount = shader_get_uniform(sh_stripe, "amount"); uniform_blend = shader_get_uniform(sh_stripe, "blend"); 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, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]); inputs[| 2] = nodeValue(2, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 3] = nodeValue(3, "Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0); inputs[| 4] = nodeValue(4, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] ) .setDisplay(VALUE_DISPLAY.vector); 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) { var pos = inputs[| 4].getValue(); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 4].drawOverlay(_active, _x, _y, _s, _mx, _my); inputs[| 2].drawOverlay(_active, px, py, _s, _mx, _my); } static update = function() { var _dim = inputs[| 0].getValue(); var _amo = inputs[| 1].getValue(); var _ang = inputs[| 2].getValue(); var _bnd = inputs[| 3].getValue(); var _pos = 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(sh_stripe); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f(uniform_angle, degtorad(_ang)); shader_set_uniform_f(uniform_amount, _amo); shader_set_uniform_f(uniform_blend, _bnd); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } doUpdate(); }