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function Node_Alpha_Cutoff(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Alpha Cutoff";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Minimum", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2, "Any pixel with less alpha (more transparent) than this will be removed.")
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 2] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 3] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 4] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 4;
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input_display_list = [ 4,
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["Output", true], 0, 2, 3,
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["Cutoff", false], 1,
]
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 process_data = function(_outSurf, _data, _output_index, _array_index) {
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(sh_alpha_cutoff);
shader_set_uniform_f(shader_get_uniform(sh_alpha_cutoff, "cutoff"), _data[1]);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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_outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]);
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return _outSurf;
}
}