function Node_Override_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Override Channel"; inputs[0] = nodeValue_Surface("Surface", self); inputs[1] = nodeValue_Surface("Red", self); inputs[2] = nodeValue_Surface("Green", self); inputs[3] = nodeValue_Surface("Blue", self); inputs[4] = nodeValue_Surface("Alpha", self); inputs[5] = nodeValue_Enum_Scroll("Sampling type", self, 0, ["Brightness", "Channel value"]); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 0, ["Sampling", false], 5, ["Surfaces", true], 1, 2, 3, 4, ] attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _s = _data[0]; var _r = _data[1]; var _g = _data[2]; var _b = _data[3]; var _a = _data[4]; var _m = _data[5]; surface_set_shader(_outSurf, sh_override_channel); shader_set_surface("samplerR", _r); shader_set_surface("samplerG", _g); shader_set_surface("samplerB", _b); shader_set_surface("samplerA", _a); shader_set_i("useR", is_surface(_r)); shader_set_i("useG", is_surface(_g)); shader_set_i("useB", is_surface(_b)); shader_set_i("useA", is_surface(_a)); shader_set_i("mode", _m); draw_surface_safe(_s); surface_reset_shader(); return _outSurf; } #endregion }