function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Normal"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 2] = nodeValue("Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0, "Include diagonal pixel in normal calculation, which leads to smoother output.") .setDisplay(VALUE_DISPLAY.slider, { range : [ 0, 4, 0.1] }); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; input_display_list = [ 3, ["Surfaces", false], 0, ["Normal", false], 1, 2, ] 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) { var _hei = _data[1]; var _smt = _data[2]; surface_set_shader(_outSurf, sh_normal); gpu_set_texfilter(true); shader_set_f("dimension", surface_get_dimension(_data[0]), surface_get_height_safe(_data[0])); shader_set_f("height", _hei); shader_set_f("smooth", _smt); draw_surface_safe(_data[0]); gpu_set_texfilter(false); surface_reset_shader(); return _outSurf; } }