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function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Normal";
uniform_dim = shader_get_uniform(sh_normal, "dimension");
uniform_hei = shader_get_uniform(sh_normal, "height");
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uniform_smt = shader_get_uniform(sh_normal, "smooth");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
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inputs[| 2] = nodeValue("Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Include diagonal pixel in normal calculation, which leads to smoother output.");
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inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
input_display_list = [ 3,
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["Surfaces", false], 0,
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["Normal", false], 1, 2,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _hei = _data[1];
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var _smt = _data[2];
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surface_set_shader(_outSurf, sh_normal);
shader_set_uniform_f(uniform_hei, _hei);
shader_set_uniform_i(uniform_smt, _smt);
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shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]) ]);
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draw_surface_safe(_data[0], 0, 0);
surface_reset_shader();
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return _outSurf;
}
}