function Node_Polar(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Polar"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; inputs[| 4] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); inputs[| 5] = nodeValue("Invert", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false) inputs[| 6] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider) .setMappable(11); __init_mask_modifier(1); // inputs 7, 8, inputs[| 9] = nodeValue("Radius mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Linear", "Inverse Square", "Logarithm" ]); inputs[| 10] = nodeValue("Swap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false) ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 11] = nodeValueMap("Blend map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 3, 4, ["Surfaces", false], 0, 1, 2, 7, 8, ["Effect", false], 5, 6, 11, 9, 10, ] attribute_surface_depth(); attribute_interpolation(); static step = function() { #region __step_mask_modifier(); inputs[| 6].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_polar); shader_set_interpolation( _data[0]); shader_set_i("invert", _data[5]); shader_set_i("distMode", _data[9]); shader_set_f_map("blend", _data[6], _data[11], inputs[| 6]); shader_set_i("swap", _data[10]); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]); _outSurf = channel_apply(_data[0], _outSurf, _data[4]); return _outSurf; } }