function Node_RGB_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RGBA Extract"; inputs[| 0] = nodeValue("Surface In", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Output Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Channel value", "Greyscale" ]); inputs[| 2] = nodeValue("Keep Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 3] = nodeValue("Output Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); outputs[| 0] = nodeValue("Red", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Green", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 2] = nodeValue("Blue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { #region var _arr = getInputData(3); outputs[| 0].name = _arr? "RGBA" : "Red"; outputs[| 0].setArrayDepth(_arr); outputs[| 1].setVisible(!_arr, !_arr); outputs[| 2].setVisible(!_arr, !_arr); outputs[| 3].setVisible(!_arr, !_arr); } #endregion static setShader = function(index, grey, _alp) { DRAW_CLEAR BLEND_OVERRIDE switch(index) { case 0 : shader_set(grey? sh_channel_R_grey : sh_channel_R); break; case 1 : shader_set(grey? sh_channel_G_grey : sh_channel_G); break; case 2 : shader_set(grey? sh_channel_B_grey : sh_channel_B); break; case 3 : shader_set(grey? sh_channel_A_grey : sh_channel_A); break; } shader_set_i("keepAlpha", _alp); } static resetShader = function() { shader_reset(); BLEND_NORMAL } static processData = function(_outSurf, _data, output_index) { #region var _out = _data[1]; var _alp = _data[2]; var _arr = _data[3]; if(_arr && output_index) return _outSurf; var _ww = surface_get_width_safe(_data[0]); var _hh = surface_get_height_safe(_data[0]); if(_arr) { for( var i = 0; i < 4; i++ ) { var _surf = array_safe_get(_outSurf, i); _surf = surface_verify(_surf, _ww, _hh); _outSurf[i] = _surf; surface_set_target(_surf); setShader(i, _out, _alp); draw_surface_safe(_data[0]); resetShader(); surface_reset_target(); } } else { surface_set_target(_outSurf); setShader(output_index, _out, _alp); draw_surface_safe(_data[0]); resetShader(); surface_reset_target(); } return _outSurf; } #endregion }