function Node_Blinker(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Blinker"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom_range( 100000, 999999 )) inputs[| 3] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01 ]); inputs[| 4] = nodeValue("Target Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, DEF_PALETTE ) .setDisplay(VALUE_DISPLAY.palette); inputs[| 5] = nodeValue("Light Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, DEF_PALETTE ) .setDisplay(VALUE_DISPLAY.palette); inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 6; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); input_display_list = [ 6, ["Output", false], 0, 1, ["Blink", false], 2, 3, 4, 5, ] temp_surface = [ surface_create( 1, 1 ) ]; static processData = function(_outSurf, _data, _output_index, _array_index) { //var _surf = _data[0]; //var _mask = _data[1]; //var _seed = _data[2]; //var _amou = _data[3]; //var _trgC = _data[4]; //var _ligC = _data[5]; //if(!is_surface(_surf)) return _outSurf; //temp_surface[0] = surface_verify(temp_surface[0], surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf)); //surface_set_shader(temp_surface[0], sh_blink_extract); // draw_surface_safe(_surf); //surface_reset_shader(); //surface_set_shader(_outSurf, sh_blink_replace); // draw_surface_safe(temp_surface[0]); //surface_reset_shader(); //return _outSurf; } }