function Node_Override_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Override Channel"; inputs[| 0] = nodeValue("Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 3] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 4] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 5] = nodeValue("Sampling type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, ["Brightness", "Channel value"]); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 0, ["Sampling", false], 5, ["Surfaces", true], 1, 2, 3, 4, ] attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _s = _data[0]; var _r = _data[1]; var _g = _data[2]; var _b = _data[3]; var _a = _data[4]; var _m = _data[5]; surface_set_shader(_outSurf, sh_override_channel); shader_set_surface("samplerR", _r); shader_set_surface("samplerG", _g); shader_set_surface("samplerB", _b); shader_set_surface("samplerA", _a); shader_set_i("useR", is_surface(_r)); shader_set_i("useG", is_surface(_g)); shader_set_i("useB", is_surface(_b)); shader_set_i("useA", is_surface(_a)); shader_set_i("mode", _m); draw_surface_safe(_s); surface_reset_shader(); return _outSurf; } #endregion }