function Node_Blobify(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Blobify"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Bool("Active", self, true); inputs[2] = nodeValue_Int("Radius", self, 3) .setValidator(VV_min(0)); inputs[3] = nodeValue_Float("Threshold", self, 0.5) .setDisplay(VALUE_DISPLAY.slider); active_index = 1; input_display_list = [ 1, ["Surface", false], 0, ["Blobify", false], 2, 3, ] outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _rad = _data[2]; var _thr = _data[3]; surface_set_shader(_outSurf, sh_blobify); shader_set_f("dimension", surface_get_dimension(_data[0])); shader_set_f("radius", _rad); shader_set_f("threshold", _thr); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } #endregion }