function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Threshold"; shader = sh_threshold; uniform_mde = shader_get_uniform(shader, "mode"); uniform_thr = shader_get_uniform(shader, "thr"); uniform_smt = shader_get_uniform(shader, "smooth"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Brightness", "Alpha" ]); inputs[| 2] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 3] = nodeValue("Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 6; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 6, ["Surface", true], 0, 4, 5, ["Threshold", false], 1, 2, 3, ]; attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _mode = _data[1]; var _thr = _data[2]; var _smt = _data[3]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_i(uniform_mde, _mode); shader_set_uniform_f(uniform_thr, _thr); shader_set_uniform_f(uniform_smt, _smt); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]); return _outSurf; } }