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function Node_Normal(_x, _y, _group = -1) : 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(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
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inputs[| 2] = nodeValue(2, "Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Include diagonal pixel in normal calculation, which leads to smoother output.");
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static process_data = 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_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE
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shader_set(sh_normal);
shader_set_uniform_f(uniform_hei, _hei);
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shader_set_uniform_i(uniform_smt, _smt);
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shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}