function Node_Edge_Shade(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Edge Shade"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Bool("Active", self, true); active_index = 1; inputs[2] = nodeValue_Gradient("Colors", self, new gradientObject( [ cola(c_black), cola(c_white) ] )) .setMappable(3); ////////////////////////////////////////////////////////////////////////////////// inputs[3] = nodeValueMap("Gradient map", self); inputs[4] = nodeValueGradientRange("Gradient map range", self, inputs[2]); ////////////////////////////////////////////////////////////////////////////////// outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 1, ["Surfaces", false], 0, ["Effects", false], 2, 3, 4, ] temp_surface = array_create(3); attribute_surface_depth(); static step = function() { #region inputs[2].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _surf = _data[0]; var _dim = surface_get_dimension(_surf); for( var i = 0, n = array_length(temp_surface); i < n; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _dim[0], _dim[1]); surface_set_shader(temp_surface[0], sh_edge_shade_convert); shader_set_f("dimension", _dim); draw_surface_safe(_data[0]); surface_reset_shader(); surface_set_shader(temp_surface[1], sh_edge_shade_extract); shader_set_f("dimension", _dim); draw_surface_safe(temp_surface[0]); surface_reset_shader(); surface_set_shader(_outSurf, sh_edge_shade_apply); shader_set_f("dimension", _dim); shader_set_gradient(_data[2], _data[3], _data[4], inputs[2]); draw_surface_safe(temp_surface[1]); surface_reset_shader(); return _outSurf; } #endregion }