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, 0); 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); 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 processData = function(_outSurf, _data, output_index) { #region var _out = _data[1]; var _alp = _data[2]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; switch(output_index) { case 0 : shader_set(_out? sh_channel_R_grey : sh_channel_R); break; case 1 : shader_set(_out? sh_channel_G_grey : sh_channel_G); break; case 2 : shader_set(_out? sh_channel_B_grey : sh_channel_B); break; case 3 : shader_set(_out? sh_channel_A_grey : sh_channel_A); break; } shader_set_i("keepAlpha", _alp); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } #endregion }