function Node_Flip(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Flip"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Enum_Button("Axis", self, 0, [ "x", "y" ]); inputs[2] = nodeValue_Bool("Active", self, true); active_index = 2; input_display_list = [ 2, ["Surfaces", true], 0, ["Flip", false], 1, ] outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { var _axis = _data[1]; surface_set_shader(_outSurf, sh_flip); shader_set_i("axis", _axis); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } }