mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
58 lines
2.1 KiB
Plaintext
58 lines
2.1 KiB
Plaintext
function Node_Noise_Aniso(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
|
|
name = "Anisotropic Noise";
|
|
|
|
shader = sh_ani_noise;
|
|
uniform_noi = shader_get_uniform(shader, "noiseAmount");
|
|
uniform_sed = shader_get_uniform(shader, "seed");
|
|
uniform_pos = shader_get_uniform(shader, "position");
|
|
uniform_ang = shader_get_uniform(shader, "angle");
|
|
|
|
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 1] = nodeValue(1, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 16 ])
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 2] = nodeValue(2, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(9999999));
|
|
|
|
inputs[| 3] = nodeValue(3, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
|
|
.setDisplay(VALUE_DISPLAY.vector)
|
|
.setUnitRef(function(index) { return getDimension(index); });
|
|
|
|
inputs[| 4] = nodeValue(4, "Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.rotation);
|
|
|
|
input_display_list = [
|
|
["Output", false], 0,
|
|
["Noise", false], 2, 1, 3, 4
|
|
];
|
|
|
|
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
|
|
|
|
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
|
|
inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
|
|
}
|
|
|
|
static process_data = function(_outSurf, _data, _output_index, _array_index) {
|
|
var _dim = _data[0];
|
|
var _amo = _data[1];
|
|
var _sed = _data[2];
|
|
var _pos = _data[3];
|
|
var _ang = _data[4];
|
|
|
|
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
|
|
|
|
surface_set_target(_outSurf);
|
|
shader_set(shader);
|
|
shader_set_uniform_f_array(uniform_noi, _amo);
|
|
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
|
|
shader_set_uniform_f(uniform_sed, _sed);
|
|
shader_set_uniform_f(uniform_ang, degtorad(_ang));
|
|
|
|
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
|
|
shader_reset();
|
|
surface_reset_target();
|
|
|
|
return _outSurf;
|
|
}
|
|
} |