function Node_Glow(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Glow"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Border", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 1] }); inputs[| 2] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 1] }); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ]}); inputs[| 4] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); 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); inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 7; __init_mask_modifier(5); // inputs 8, 9, inputs[| 10] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "Alpha" ]); inputs[| 11] = nodeValue("Draw original", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); input_display_list = [ 7, ["Surfaces", true], 0, 5, 6, 8, 9, ["Glow", false], 10, 2, 3, ["Render", false], 4, 11, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { __step_mask_modifier(); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _border = _data[1]; var _size = _data[2]; var _strength = _data[3]; var _color = _data[4]; var _mode = _data[10]; var _render = _data[11]; surface_set_shader(_outSurf, sh_glow); shader_set_dim("dimension", _data[0]); shader_set_i("mode", _mode); shader_set_f("border", _border); shader_set_f("size", _size); shader_set_f("strength", _strength); shader_set_color("color", _color); shader_set_i("render", _render); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); return _outSurf; } }