function Node_Erode(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Erode"; shader = sh_erode; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_size = shader_get_uniform(shader, "size"); uniform_bor = shader_get_uniform(shader, "border"); uniform_alp = shader_get_uniform(shader, "alpha"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1); inputs[| 2] = nodeValue("Preserve border",self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 3] = nodeValue("Use alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); 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; input_display_list = [ 6, ["Output", true], 0, 4, 5, ["Erode", false], 1, 2, 3, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { var wd = _data[1]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, [surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0])]); shader_set_uniform_f(uniform_size, wd); shader_set_uniform_i(uniform_bor, _data[2]? 1 : 0); shader_set_uniform_i(uniform_alp, _data[3]? 1 : 0); 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; } }