function Node_RM_Cloud(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RM CLoud"; inputs[0] = nodeValue_Dimension(self); inputs[1] = nodeValue_Vec3("Position", self, [ 0, 0, 0 ]); inputs[2] = nodeValue_Vec3("Rotation", self, [ 0, 0, 0 ]); inputs[3] = nodeValue_Float("Scale", self, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); inputs[4] = nodeValue_Float("FOV", self, 30) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] }); inputs[5] = nodeValue_Vec2("View Range", self, [ 0, 6 ]); inputs[6] = nodeValue_Float("Density", self, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[7] = nodeValue_Int("Detail", self, 8); inputs[8] = nodeValue_Float("Threshold", self, 0.4) .setDisplay(VALUE_DISPLAY.slider); inputs[9] = nodeValue_Float("Detail Scaling", self, 2.); inputs[10] = nodeValue_Float("Detail Attenuation", self, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[11] = nodeValue_Enum_Scroll("Shape", self, 0, [ "Volume", "Plane" ]); inputs[12] = nodeValue_Bool("Use Fog", self, 0) inputs[13] = nodeValue_Gradient("Colors", self, new gradientObject([ cola(c_black), cola(c_white) ])) outputs[0] = nodeValue_Output("Surface Out", self, VALUE_TYPE.surface, noone); input_display_list = [ 0, ["Transform", false], 1, 2, 3, ["Camera", false], 4, 5, ["Cloud", false], 11, 6, 8, ["Noise", false], 7, 9, 10, ["Render", false], 13, 12, ]; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {} static step = function() { } static processData = function(_outSurf, _data, _output_index, _array_index = 0) { var _dim = _data[0]; var _pos = _data[1]; var _rot = _data[2]; var _sca = _data[3]; var _fov = _data[4]; var _rng = _data[5]; var _type = _data[11]; var _dens = _data[ 6]; var _thrs = _data[ 8]; var _itrr = _data[ 7]; var _dsca = _data[ 9]; var _datt = _data[10]; var _fogu = _data[12]; var _colr = _data[13]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); surface_set_shader(_outSurf, sh_rm_cloud); shader_set_3("position", _pos); shader_set_3("rotation", _rot); shader_set_f("objectScale", _sca * 4); shader_set_f("fov", _fov); shader_set_2("viewRange", _rng); shader_set_i("type", _type); shader_set_f("density", _dens); shader_set_f("threshold", _thrs); shader_set_i("fogUse", _fogu); shader_set_i("iteration", _itrr); shader_set_f("detailScale", _dsca); shader_set_f("detailAtten", _datt); _colr.shader_submit(); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); return _outSurf; } }