function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Threshold"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Bool("Brightness", self, false)); newInput(2, nodeValue_Float("Brightness Threshold", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider) .setMappable(13); newInput(3, nodeValue_Float("Brightness Smoothness", self, 0)) .setDisplay(VALUE_DISPLAY.slider); newInput(4, nodeValue_Surface("Mask", self)); newInput(5, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(6, nodeValue_Bool("Active", self, true)); active_index = 6; newInput(7, nodeValue_Bool("Alpha", self, false)); newInput(8, nodeValue_Float("Alpha Threshold", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider) .setMappable(14); newInput(9, nodeValue_Float("Alpha Smoothness", self, 0)) .setDisplay(VALUE_DISPLAY.slider); newInput(10, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(4); // inputs 11, 12 ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(13, nodeValueMap("Brightness map", self)); newInput(14, nodeValueMap("Alpha map", self)); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(15, nodeValue_Enum_Scroll("Algorithm", self, 0, [ "Simple", "Adaptive mean" ])); newInput(16, nodeValue_Int("Adaptive Radius", self, 4)) newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ 6, 10, ["Surfaces", true], 0, 4, 5, 11, 12, ["Brightness", true, 1], 15, 2, 13, 3,16, ["Alpha", true, 7], 8, 14, 9, ]; attribute_surface_depth(); static step = function() { __step_mask_modifier(); inputs[2].mappableStep(); inputs[8].mappableStep(); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _bright = _data[1]; var _brightThr = _data[2]; var _brightSmt = _data[3]; var _alph = _data[7]; var _alphThr = _data[8]; var _alphSmt = _data[9]; var _algo = _data[15]; var _adap_size = _data[16]; inputs[16].setVisible(_algo == 1); var _shader = sh_threshold; if(_algo == 1) _shader = sh_threshold_adaptive; surface_set_shader(_outSurf, _shader); shader_set_dim(, _surf); shader_set_i("bright", _bright); shader_set_f_map("brightThreshold", _brightThr, _data[13], inputs[2]); shader_set_f("brightSmooth", _brightSmt); shader_set_f("adaptiveRadius", _adap_size); shader_set_f("gaussianCoeff", __gaussian_get_kernel(_adap_size)); shader_set_i("alpha", _alph); shader_set_f_map("alphaThreshold", _alphThr, _data[14], inputs[8]); shader_set_f("alphaSmooth", _alphSmt); draw_surface_safe(_surf); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]); _outSurf = channel_apply(_data[0], _outSurf, _data[10]); return _outSurf; } }