function Node_Chromatic_Aberration(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Chromatic Aberration"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [-16, 16, 0.01] }) .setMappable(4); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 4] = nodeValueMap("Strength map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 3, ["Surface", false], 0, ["Effect", false], 1, 2, 4, ] attribute_surface_depth(); attribute_interpolation(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var pos = getInputData(1); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var _hov = false; var hv = inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } #endregion static step = function() { #region inputs[| 2].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_shader(_outSurf, sh_chromatic_aberration); shader_set_interpolation(_data[0]); shader_set_f("dimension", surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0])); shader_set_2("center", _data[1]); shader_set_f_map("strength", _data[2], _data[4], inputs[| 2]); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } #endregion }