function Node_Combine_RGB(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "RGB Combine"; shader = sh_combine_rgb; uniform_r = shader_get_sampler_index(shader, "samR"); uniform_g = shader_get_sampler_index(shader, "samG"); uniform_b = shader_get_sampler_index(shader, "samB"); inputs[| 0] = nodeValue(0, "Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue(2, "Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index) { var _r = _data[0]; var _g = _data[1]; var _b = _data[2]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(shader); texture_set_stage(uniform_r, surface_get_texture(_r)); texture_set_stage(uniform_g, surface_get_texture(_g)); texture_set_stage(uniform_b, surface_get_texture(_b)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, surface_get_width(_outSurf), surface_get_width(_outSurf), 0, c_white, 1); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }