function Node_Grid_Tri(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
	name = "Triangle Grid";
	
	newInput(0, nodeValue_Dimension(self));
	
	newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ]))
		.setUnitRef(function(index) { return getDimension(index); });
	
	newInput(2, nodeValue_Vec2("Scale", self, [ 2, 2 ]))
		.setMappable(11);
	
	newInput(3, nodeValue_Float("Gap", self, 0.1))
		.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] })
		.setMappable(12);
	
	newInput(4, nodeValue_Rotation("Angle", self, 0))
		.setMappable(13);
		
	newInput(5, nodeValue_Gradient("Tile color", self, new gradientObject(cola(c_white))))
		.setMappable(17);
		
	newInput(6, nodeValue_Color("Gap color",  self, cola(c_black)));
	
	newInput(7, nodeValue_Surface("Texture", self));
	
	newInput(8, nodeValue_Enum_Scroll("Render type", self,  0, ["Colored tile", "Height map", "Texture grid", "Texture sample"]));
		
	newInput(9, nodeValueSeed(self));
	
	newInput(10, nodeValue_Bool("Anti aliasing", self, false));
	
	//////////////////////////////////////////////////////////////////////////////////
	
	newInput(11, nodeValueMap("Scale map", self));
	
	newInput(12, nodeValueMap("Gap map", self));
	
	newInput(13, nodeValueMap("Angle map", self));
	
	//////////////////////////////////////////////////////////////////////////////////
	
	newInput(14, nodeValue_Bool("Truchet", self, false));
	
	newInput(15, nodeValue_Int("Truchet seed", self, seed_random()));
	
	newInput(16, nodeValue_Float("Truchet threshold", self, 0.5))
		.setDisplay(VALUE_DISPLAY.slider)
		
	//////////////////////////////////////////////////////////////////////////////////////////////////
	
	newInput(17, nodeValueMap("Gradient map", self));
	
	newInput(18, nodeValueGradientRange("Gradient map range", self, inputs[5]));
	
	//////////////////////////////////////////////////////////////////////////////////////////////////
	
	newInput(19, nodeValue_Rotation_Range("Texture angle", self, [ 0, 0 ]));
		
	newInput(20, nodeValue_Slider_Range("Level", self, [ 0, 1 ]));
	
	newInput(21, nodeValue_Bool("Use Texture Dimension", self, true));
	
	input_display_list = [
		["Output",  false], 0,
		["Pattern",	false], 1, 4, 13, 2, 11, 3, 12, 
		["Render",	false], 8, 9, 5, 17, 6, 7, 21, 10, 20, 
		["Truchet",  true, 14], 15, 16, 19, 
	];
	
	newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
	
	attribute_surface_depth();
	
	static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
		var _hov = false;
		var  hv  = inputs[ 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);					 active &= !hv; _hov |= hv;
		var  hv  = inputs[18].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getSingleValue(0)); active &= !hv; _hov |= hv;
		
		return _hov;
	}
	
	static step = function() {
		inputs[2].mappableStep();
		inputs[3].mappableStep();
		inputs[4].mappableStep();
		inputs[5].mappableStep();
	}
	
	static getDimension = function(_arr = 0) {
		var _dim = getSingleValue( 0, _arr);
		var _sam = getSingleValue( 7, _arr);
		var _mod = getSingleValue( 8, _arr);
		var _txd = getSingleValue(21, _arr);
		var _tex = _mod == 3 || _mod == 4;
		
		if(is_surface(_sam) && _tex && _txd) 
			return surface_get_dimension(_sam);
		return _dim;
	}
	
	static processData = function(_outSurf, _data, _output_index, _array_index) {
		var _dim  = surface_get_dimension(_outSurf);
		var _pos  = _data[1];
		var _sam  = _data[7];
		var _mode = _data[8];
		var _sed  = _data[9];
		var _aa   = _data[10];
		
		var _col_gap  = _data[6];
		var _tex_mode = _mode == 2 || _mode == 3;
		
		inputs[ 5].setVisible(_mode == 0);
		inputs[ 6].setVisible(_mode != 1);
		inputs[20].setVisible(_mode == 1);
		
		inputs[ 7].setVisible(_tex_mode, _tex_mode);
		inputs[21].setVisible(_tex_mode, _tex_mode);
		
		surface_set_shader(_outSurf, sh_grid_tri);
			shader_set_f("position",  _pos[0] / _dim[0], _pos[1] / _dim[1]);
			shader_set_f("dimension", _dim[0], _dim[1]);
			
			shader_set_f_map("scale", _data[2], _data[11], inputs[2]);
			shader_set_f_map("width", _data[3], _data[12], inputs[3]);
			shader_set_f_map("angle", _data[4], _data[13], inputs[4]);
			
			shader_set_f("seed",      _sed);
			shader_set_i("mode",      _mode);
			shader_set_i("aa",        _aa);
			shader_set_color("gapCol",_col_gap);
			
			shader_set_i("textureTruchet", _data[14]);
			shader_set_f("truchetSeed",    _data[15]);
			shader_set_f("truchetThres",   _data[16]);
			shader_set_2("truchetAngle",   _data[19]);
			shader_set_2("level",          _data[20]);
			
			shader_set_gradient(_data[5], _data[17], _data[18], inputs[5]);
			
			if(is_surface(_sam))	draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]);
			else					draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
		surface_reset_shader();
		
		return _outSurf;
	}
}