function Node_Pixel_Math(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Pixel Math"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Bool("Active", self, true)); active_index = 1; newInput(2, nodeValue_Surface("Mask", self)); newInput(3, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(2); // inputs 5, 6, oprList = [ "Add", "Subtract", "Multiply", "Divide", "Power", "Root", "Sin", "Cos", "Tan", "Modulo", "Floor", "Ceil", "Round", "Abs", "Clamp" ]; newInput(7, nodeValue_Enum_Scroll("Operator", self, 0, oprList)); newInput(8, nodeValue_Vec4("Operand", self, [ 0, 0, 0, 0 ])); newInput(9, nodeValue_Vec2("Range", self, [ 0, 0 ])); newInput(10, nodeValue_Enum_Button("Operand type", self, 0, [ "Vec4", "Surface" ])); newInput(11, nodeValue_Surface("Operand surface", self)); newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ 1, 4, ["Surfaces", false], 0, 2, 3, 5, 6, ["Operation", false], 7, 10, 8, 9, 11, ] attribute_surface_depth(); static step = function() { __step_mask_modifier(); } static processData = function(_outSurf, _data, _output_index, _array_index) { var type = _data[7]; var op4 = _data[8]; var op2 = _data[9]; var opType = _data[10]; var opS = _data[11]; var _oprand = oprList[type]; setDisplayName(_oprand); if(opType == 0) { switch(_oprand) { case "Add" : case "Subtract" : case "Multiply" : case "Divide" : case "Power" : case "Root" : case "Modulo" : inputs[8].setVisible( true); inputs[9].setVisible(false); break; case "Sin" : case "Cos" : case "Tan" : case "Floor" : case "Ceil" : case "Round" : case "Abs" : inputs[8].setVisible(false); inputs[9].setVisible(false); break; case "Clamp" : inputs[8].setVisible(false); inputs[9].setVisible( true); break; } inputs[11].setVisible(false, false); } else { inputs[ 8].setVisible(false); inputs[ 9].setVisible(false); inputs[11].setVisible(true, true); } surface_set_shader(_outSurf, sh_pixel_math); shader_set_i("operator", type); shader_set_i("operandType", opType ); shader_set_surface("operandSurf", opS ); shader_set_4("operand", _oprand == "Clamp"? [ op2[0], op2[1], 0, 0] : op4 ); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]); _outSurf = channel_apply(_data[0], _outSurf, _data[4]); return _outSurf; } }