function Node_Blend_Edge(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Blend Edge"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Float("Width", self, 0.1)) .setDisplay(VALUE_DISPLAY.slider) .setMappable(5); newInput(2, nodeValue_Enum_Button("Types",self, 0, [ "Both", "Horizontal", "Vertical" ])); newInput(3, nodeValue_Bool("Active", self, true)); active_index = 3; newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); ///////////////////////////////////////////////////////////////////////////////////////////////////// newInput(5, nodeValue_Surface("Width map", self)) .setVisible(false, false); ///////////////////////////////////////////////////////////////////////////////////////////////////// newInput(6, nodeValue_Float("Blending", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(7, nodeValue_Float("Smoothness", self, 0)) .setDisplay(VALUE_DISPLAY.slider); input_display_list = [ 3, 4, ["Surfaces", true], 0, ["Blend", false], 2, 1, 5, 6, 7, ] outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); temp_surface = array_create(1); attribute_surface_depth(); static step = function() { #region inputs[1].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _sw = surface_get_width_safe(_data[0]); var _sh = surface_get_height_safe(_data[0]); for( var i = 0, n = array_length(temp_surface); i < n; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh); var _edg = _data[2]; if(_edg == 0) { surface_set_shader(temp_surface[0], sh_blend_edge); shader_set_f("dimension", _sw, _sh); shader_set_f_map("width", _data[1], _data[5], inputs[1]); shader_set_i("edge" , 0); shader_set_f("blend" , clamp(_data[6], 0.001, 0.999)); shader_set_f("smooth" , _data[7]); draw_surface_safe(_data[0]); surface_reset_shader(); surface_set_shader(_outSurf, sh_blend_edge); shader_set_i("edge" , 1); draw_surface_safe(temp_surface[0]); surface_reset_shader(); } else { surface_set_shader(_outSurf, sh_blend_edge); shader_set_f("dimension", _sw, _sh); shader_set_f_map("width", _data[1], _data[5], inputs[1]); shader_set_i("edge" , _edg - 1); shader_set_f("blend" , clamp(_data[6], 0.001, 0.999)); draw_surface_safe(_data[0]); surface_reset_shader(); } return _outSurf; } }