function Node_create_Shadow(_x, _y) { var node = new Node_Shadow(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Shadow(_x, _y) : Node_Processor(_x, _y) constructor { name = "Shadow"; uniform_dim = shader_get_uniform(sh_outline_only, "dimension"); uniform_size = shader_get_uniform(sh_outline_only, "borderSize"); uniform_colr = shader_get_uniform(sh_outline_only, "borderColor"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 2] = nodeValue(2, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5) .setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01]); inputs[| 3] = nodeValue(3, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 4, 4 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue(4, "Grow", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]); inputs[| 5] = nodeValue(5, "Blur", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static drawOverlay = function(_active, _x, _y, _s, _mx, _my) { var _surf = outputs[| 0].getValue(); if(is_array(_surf)) { if(array_length(_surf) == 0) return; _surf = _surf[preview_index]; } var ww = surface_get_width(_surf) * _s; var hh = surface_get_height(_surf) * _s; inputs[| 3].drawOverlay(_active, _x + ww / 2, _y + hh / 2, _s, _mx, _my); } static process_data = function(_outSurf, _data, _output_index) { var cl = _data[1]; var _stre = _data[2]; var _shf = _data[3]; var _border = _data[4]; var _size = _data[5]; var pass1 = surface_create(surface_get_width(_outSurf), surface_get_height(_outSurf)); surface_set_target(pass1); draw_clear_alpha(0, 0); BLEND_ADD shader_set(sh_outline_only); shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_outSurf), surface_get_height(_outSurf) ]); shader_set_uniform_f(uniform_size, _border); shader_set_uniform_f_array(uniform_colr, [1., 1., 1., 1.0]); draw_surface_safe(_data[0], _shf[0], _shf[1]); shader_reset(); BLEND_NORMAL surface_reset_target(); pass1 = surface_apply_gaussian(pass1, _size, false, cl); surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD draw_surface_ext_safe(pass1, 0, 0, 1, 1, 0, cl, _stre); BLEND_NORMAL draw_surface_safe(_data[0], 0, 0); surface_reset_target(); surface_free(pass1); return _outSurf; } }