function Node_De_Stray(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "De-Stray"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 2; inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2) inputs[| 4] = nodeValue("Strictness", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Low", "High", "Stray-only" ]); inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); __init_mask_modifier(5); // inputs 7, 8, inputs[| 9] = nodeValue("Fill Empty", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 2, ["Surfaces", true], 0, 5, 6, 7, 8, ["Effect", false], 4, 1, 3, 9, ] attribute_surface_depth(); temp_surface = [ noone, noone ]; static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var surf = _data[0]; var _tol = _data[1]; var _itr = _data[3]; var _str = _data[4]; var _fil = _data[9]; var _sw = surface_get_width_safe(surf); var _sh = surface_get_height_safe(surf); for( var i = 0; i < 2; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh); var _bg = 0; surface_set_shader(temp_surface[1]); draw_surface_safe(surf); surface_reset_shader(); repeat(_itr) { surface_set_shader(temp_surface[_bg], sh_de_stray); shader_set_f("dimension", _sw, _sh); shader_set_f("tolerance", _tol); shader_set_i("strict", _str); shader_set_i("fill", _fil); draw_surface_safe(temp_surface[!_bg]); surface_reset_shader(); _bg = !_bg; } surface_set_shader(_outSurf); draw_surface_safe(temp_surface[!_bg]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); return _outSurf; } #endregion }