function Node_Vignette(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
	name = "Vignette";
	
	newInput(0, nodeValue_Surface("Surface in", self));
	
	newInput(1, nodeValue_Bool("Active", self, true));
		active_index = 1;
	
	newInput(2, nodeValue_Float("Exposure", self, 15));
	
	newInput(3, nodeValue_Float("Strength", self, 1))
		.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
	
	newInput(4, nodeValue_Float("Exponent", self, 0.25))
		.setDisplay(VALUE_DISPLAY.slider);
	
	newInput(5, nodeValue_Float("Roundness", self, 0))
		.setDisplay(VALUE_DISPLAY.slider);
	
	newInput(6, nodeValue_Bool("Lighten", self, false))
	
	newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
	
	input_display_list = [ 1, 
		["Surfaces", false], 0, 
		["Vignette", false], 5, 2, 3, 
		["Render",	 false], 6, 
	]
	
	attribute_surface_depth();
	
	static processData = function(_outSurf, _data, _output_index, _array_index) { #region
		surface_set_shader(_outSurf, sh_vignette);
			shader_set_f("exposure",   _data[2]);
			shader_set_f("strength",   _data[3]);
			shader_set_f("amplitude",  _data[4]);
			shader_set_f("smoothness", _data[5]);
			shader_set_i("light",      _data[6]);
			
			draw_surface_safe(_data[0]);
		surface_reset_shader();
		
		return _outSurf;
	} #endregion
}