function Node_Texture_Remap(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Texture Remap"; shader = sh_texture_remap; uniform_map = shader_get_sampler_index(shader, "map"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("RG Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0, "Displacement map where red retermine the X position, and green determine the Y position."); inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 2; inputs[| 3] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Surface", "RG Map" ]); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 2, ["Surfaces", false], 0, 1, 3, ] attribute_surface_depth(); attribute_interpolation(); static processData_prebatch = function() { shader_preset_interpolation(shader); } static processData_postbatch = function() { shader_postset_interpolation(); } static processData = function(_outSurf, _data, _output_index, _array_index) { #region if(!is_surface(_data[1])) return _outSurf; var _dim = _data[3]; var _sw = surface_get_width(_data[_dim]); var _sh = surface_get_height(_data[_dim]); _outSurf = surface_verify(_outSurf, _sw, _sh); surface_set_shader(_outSurf, shader); shader_set_interpolation(_data[0]); texture_set_stage(uniform_map, surface_get_texture(_data[1])); draw_surface_stretched_safe(_data[0], 0, 0, _sw, _sh); surface_reset_shader(); return _outSurf; } #endregion }