function Node_Posterize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Posterize"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, array_clone(DEF_PALETTE)) .setDisplay(VALUE_DISPLAY.palette); inputs[| 2] = nodeValue("Use palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 3] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4) .setDisplay(VALUE_DISPLAY.slider, { range: [2, 16, 0.1] }); inputs[| 4] = nodeValue("Gamma", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.6) .setDisplay(VALUE_DISPLAY.slider) .setMappable(7); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; inputs[| 6] = nodeValue("Posterize alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 7] = nodeValueMap("Gamma map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// input_display_list = [ 5, 0, ["Palette", false, 2], 1, 3, 4, 7, ["Alpha", false, 6], ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { var _use_pal = getInputData(2); inputs[| 1].setVisible(_use_pal); inputs[| 3].setVisible(!_use_pal); inputs[| 4].setVisible(!_use_pal); inputs[| 4].mappableStep(); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _gra = _data[1]; var _use_gra = _data[2]; var _alp = _data[6]; if(_use_gra) { surface_set_shader(_outSurf, sh_posterize_palette); shader_set_f("palette", paletteToArray(_gra)); shader_set_i("keys", array_length(_gra)); shader_set_i("alpha", _alp); draw_surface_safe(_data[0]); surface_reset_shader(); } else { surface_set_shader(_outSurf, sh_posterize); shader_set_i("colors", _data[3]); shader_set_f_map("gamma", _data[4], _data[7], inputs[| 4]); shader_set_i("alpha", _alp); draw_surface_safe(_data[0]); surface_reset_shader(); } return _outSurf; } }