function Node_Posterize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Posterize"; uniform_colors = shader_get_uniform(sh_posterize, "colors"); uniform_gamma = shader_get_uniform(sh_posterize, "gamma"); uniform_color = shader_get_uniform(sh_posterize_palette, "palette"); uniform_key = shader_get_uniform(sh_posterize_palette, "keys"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_white ]) .setDisplay(VALUE_DISPLAY.palette); inputs[| 2] = nodeValue("Use palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 3] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4) .setDisplay(VALUE_DISPLAY.slider, [2, 16, 1]); inputs[| 4] = nodeValue("Gamma", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.6) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; input_display_list = [ 5, ["Effect settings", false], 0, 2, 1, ["Auto color", false], 3, 4 ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { var _use_pal = inputs[| 2].getValue(); inputs[| 1].setVisible(_use_pal); inputs[| 3].setVisible(!_use_pal); inputs[| 4].setVisible(!_use_pal); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _gra = _data[1]; var _use_gra = _data[2]; if(_use_gra) { var _colors = array_create(array_length(_gra) * 4); for(var i = 0; i < array_length(_gra); i++) { _colors[i * 4 + 0] = color_get_red(_gra[i]) / 255; _colors[i * 4 + 1] = color_get_green(_gra[i]) / 255; _colors[i * 4 + 2] = color_get_blue(_gra[i]) / 255; _colors[i * 4 + 3] = 1; } surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(sh_posterize_palette); shader_set_uniform_f_array_safe(uniform_color, _colors); shader_set_uniform_i(uniform_key, array_length(_gra)); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); } else { var _colors = _data[3]; var _gamma = _data[4]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(sh_posterize); shader_set_uniform_i(uniform_colors, _colors); shader_set_uniform_f(uniform_gamma, _gamma); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); } return _outSurf; } }