function Node_Combine_HSV(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "HSV Combine"; inputs[| 0] = nodeValue("Hue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 4] = nodeValue("Array Input", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 5] = nodeValue("HSV Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, []) .setArrayDepth(1); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Surfaces", true], 4, 0, 1, 2, 3, 5, ] attribute_surface_depth(); static step = function() { #region var _arr = getInputData(4); inputs[| 0].setVisible(!_arr, !_arr); inputs[| 1].setVisible(!_arr, !_arr); inputs[| 2].setVisible(!_arr, !_arr); inputs[| 3].setVisible(!_arr, !_arr); inputs[| 5].setVisible(_arr, _arr); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _arr = _data[4]; var _h = _arr? array_safe_get_fast(_data[5], 0) : _data[0]; var _s = _arr? array_safe_get_fast(_data[5], 1) : _data[1]; var _v = _arr? array_safe_get_fast(_data[5], 2) : _data[2]; var _a = _arr? array_safe_get_fast(_data[5], 3) : _data[3]; var _baseS = is_surface(_h)? _h : (is_surface(_s)? _s : _v); if(!is_surface(_baseS)) return _outSurf; var _ww = surface_get_width_safe(_baseS); var _hh = surface_get_height_safe(_baseS); _outSurf = surface_verify(_outSurf, _ww, _hh); surface_set_shader(_outSurf, sh_combine_hsv); shader_set_surface("samH", _h); shader_set_surface("samS", _s); shader_set_surface("samV", _v); shader_set_surface("samA", _a); shader_set_i("useH", is_surface(_h)); shader_set_i("useS", is_surface(_s)); shader_set_i("useV", is_surface(_v)); shader_set_i("useA", is_surface(_a)); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _ww, _hh); surface_reset_shader(); return _outSurf; } #endregion }