function Node_Edge_Detect(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Edge Detect"; shader = sh_edge_detect; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_filter = shader_get_uniform(shader, "filter"); uniform_sam = shader_get_uniform(shader, "sampleMode"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Algorithm", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, ["Sobel", "Prewitt", "Laplacian", "Neighbor max diff"] ); inputs[| 2] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; inputs[| 6] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(3); // inputs 7, 8 outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 5, 6, ["Surfaces", true], 0, 3, 4, 7, 8, ["Edge detect", false], 1, ]; attribute_surface_depth(); attribute_oversample(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var ft = _data[1]; var ov = struct_try_get(attributes, "oversample"); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, [surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0])]); shader_set_uniform_i(uniform_filter, ft); shader_set_uniform_i(uniform_sam, ov); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]); _outSurf = channel_apply(_data[0], _outSurf, _data[6]); return _outSurf; } }