function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Normal"; uniform_dim = shader_get_uniform(sh_normal, "dimension"); uniform_hei = shader_get_uniform(sh_normal, "height"); uniform_smt = shader_get_uniform(sh_normal, "smooth"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 2] = nodeValue("Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Include diagonal pixel in normal calculation, which leads to smoother output."); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; input_display_list = [ 3, ["Surface", false], 0, ["Normal", false], 1, 2, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _hei = _data[1]; var _smt = _data[2]; surface_set_shader(_outSurf, sh_normal); shader_set_uniform_f(uniform_hei, _hei); shader_set_uniform_i(uniform_smt, _smt); 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); surface_reset_shader(); return _outSurf; } }