function Node_Gradient_Points(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "4 Points Gradient"; shader = sh_gradient_points; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_cen = shader_get_uniform(shader, "center"); uniform_col = shader_get_uniform(shader, "color"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Center 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); inputs[| 3] = nodeValue("Center 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W, 0 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 4] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); inputs[| 5] = nodeValue("Center 3", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, DEF_SURF_H ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 6] = nodeValue("Color 3", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); inputs[| 7] = nodeValue("Center 4", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 8] = nodeValue("Color 4", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white ); inputs[| 9] = nodeValue("Use palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false ); inputs[| 10] = nodeValue("Palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, DEF_PALETTE ) .setDisplay(VALUE_DISPLAY.palette); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, ["Positions", false], 1, 3, 5, 7, ["Colors", false], 9, 10, 2, 4, 6, 8, ]; attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { if(inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; if(inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; if(inputs[| 5].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; if(inputs[| 7].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; } static step = function() { var _usePal = inputs[| 9].getValue(); inputs[| 10].setVisible(_usePal, _usePal); inputs[| 2].setVisible(!_usePal, !_usePal); inputs[| 4].setVisible(!_usePal, !_usePal); inputs[| 6].setVisible(!_usePal, !_usePal); inputs[| 8].setVisible(!_usePal, !_usePal); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); var _usePal = _data[9]; var _pal = _data[10]; var _1cen = _data[1]; var _1col = _data[2]; var _2cen = _data[3]; var _2col = _data[4]; var _3cen = _data[5]; var _3col = _data[6]; var _4cen = _data[7]; var _4col = _data[8]; var colArr = []; if(_usePal) { for( var i = 0; i < 4; i++ ) colArr = array_append(colArr, colorArrayFromReal(array_safe_get(_pal, i, c_black))); } else colArr = array_merge(colorArrayFromReal(_1col), colorArrayFromReal(_2col), colorArrayFromReal(_3col), colorArrayFromReal(_4col)) surface_set_target(_outSurf); DRAW_CLEAR shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, [_dim[0], _dim[1]]); shader_set_uniform_f_array_safe(uniform_cen, array_merge(_1cen, _2cen, _3cen, _4cen)); shader_set_uniform_f_array_safe(uniform_col, colArr); draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }