function Node_Polar(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Polar"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; inputs[| 4] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); inputs[| 5] = nodeValue("Invert", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false) inputs[| 6] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 3, 4, ["Surfaces", false], 0, 1, 2, ["Effect", false], 5, 6, ] attribute_surface_depth(); attribute_interpolation(); static processData = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_polar); shader_set_interpolation(_data[0]); shader_set_i("invert", _data[5]); shader_set_f("blend", _data[6]); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); _outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]); _outSurf = channel_apply(_data[0], _outSurf, _data[4]); return _outSurf; } }