function Node_Shadow(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Shadow"; shader = sh_outline_only; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_size = shader_get_uniform(shader, "borderSize"); uniform_colr = shader_get_uniform(shader, "borderColor"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5) .setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01]); inputs[| 3] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 4, 4 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 4] = nodeValue("Grow", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]); inputs[| 5] = nodeValue("Blur", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]); inputs[| 6] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 7] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 8; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 8, ["Output", true], 0, 6, 7, ["Shadow", false], 1, 2, 3, 4, 5, ]; surface_blur_init(); attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { var _surf = outputs[| 0].getValue(); if(is_array(_surf)) { if(array_length(_surf) == 0) return; _surf = _surf[preview_index]; } var ww = surface_get_width_safe(_surf) * _s; var hh = surface_get_height_safe(_surf) * _s; inputs[| 3].drawOverlay(active, _x + ww / 2, _y + hh / 2, _s, _mx, _my, _snx, _sny); } static processData = function(_outSurf, _data, _output_index, _array_index) { var cl = _data[1]; var _stre = _data[2]; var _shf = _data[3]; var _border = _data[4]; var _size = _data[5]; var pass1 = surface_create_valid(surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf), attrDepth()); surface_set_target(pass1); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf) ]); shader_set_uniform_f(uniform_size, _border); shader_set_uniform_f_array_safe(uniform_colr, [1., 1., 1., 1.0]); draw_surface_safe(_data[0], _shf[0], _shf[1]); shader_reset(); BLEND_NORMAL; surface_reset_target(); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; draw_surface_ext_safe(surface_apply_gaussian(pass1, _size, false, cl), 0, 0, 1, 1, 0, cl, _stre); BLEND_NORMAL; draw_surface_safe(_data[0], 0, 0); surface_reset_target(); surface_free(pass1); _outSurf = mask_apply(_data[0], _outSurf, _data[6], _data[7]); return _outSurf; } }