function Node_Vignette(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Vignette"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Bool("Active", self, true)); active_index = 1; newInput(2, nodeValue_Float("Exposure", self, 15)); newInput(3, nodeValue_Float("Strength", self, 1)) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); newInput(4, nodeValue_Float("Exponent", self, 0.25)) .setDisplay(VALUE_DISPLAY.slider); newInput(5, nodeValue_Float("Roundness", self, 0)) .setDisplay(VALUE_DISPLAY.slider); newInput(6, nodeValue_Bool("Lighten", self, false)) outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 1, ["Surfaces", false], 0, ["Vignette", false], 5, 2, 3, ["Render", false], 6, ] attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_shader(_outSurf, sh_vignette); shader_set_f("exposure", _data[2]); shader_set_f("strength", _data[3]); shader_set_f("amplitude", _data[4]); shader_set_f("smoothness", _data[5]); shader_set_i("light", _data[6]); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } #endregion }