Pixel-Composer/scripts/node_noise/node_noise.gml
2023-03-19 15:17:39 +07:00

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function Node_Noise(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Noise";
shader = sh_noise;
uniform_sed = shader_get_uniform(shader, "seed");
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999));
input_display_list = [
["Output", false], 0,
["Noise", false], 1,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _sed = _data[1];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f(uniform_sed, _sed);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
return _outSurf;
}
}