function Node_Invert(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Invert"; 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("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; input_display_list = [ 3, ["Output", true], 0, 1, 2, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(sh_invert); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]); return _outSurf; } #endregion }