function Node_Blobify(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Blobify"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 2] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3); inputs[| 3] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); active_index = 1; input_display_list = [ 1, ["Surface", false], 0, ["Blobify", false], 2, 3, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _rad = _data[2]; var _thr = _data[3]; surface_set_shader(_outSurf, sh_blobify); shader_set_f("dimension", surface_get_dimension(_data[0])); shader_set_f("radius", _rad); shader_set_f("threshold", _thr); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } #endregion }