function Node_Bevel(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Bevel"; shader = sh_bevel; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_shf = shader_get_uniform(shader, "shift"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_hei = shader_get_uniform(shader, "height"); uniform_slp = shader_get_uniform(shader, "slope"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4); inputs[| 2] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue("Slope", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Linear", "Smooth", "Circular" ]); inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 7; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 7, ["Surface", true], 0, 5, 6, ["Bevel", false], 4, 1, ["Transform", false], 2, 3, ]; static process_data = function(_outSurf, _data, _output_index, _array_index) { var _hei = _data[1]; var _shf = _data[2]; var _sca = _data[3]; var _slp = _data[4]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f(uniform_hei, _hei); shader_set_uniform_f_array_safe(uniform_shf, _shf); shader_set_uniform_f_array_safe(uniform_sca, _sca); shader_set_uniform_i(uniform_slp, _slp); shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); return _outSurf; } }