function Node_RGB_Channel(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "RGB Channel"; inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue(0, "Red", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); outputs[| 1] = nodeValue(1, "Green", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); outputs[| 2] = nodeValue(2, "Blue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); outputs[| 3] = nodeValue(3, "Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, output_index) { surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER switch(output_index) { case 0 : shader_set(sh_channel_R); break; case 1 : shader_set(sh_channel_G); break; case 2 : shader_set(sh_channel_B); break; case 3 : shader_set(sh_channel_A); break; } draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }