function Node_Average(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Average"; shader = sh_average; uniform_dim = shader_get_uniform(shader, "dimension"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); 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; inputs[| 4] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(1); // inputs 5, 6, input_display_list = [ 3, 4, ["Surfaces", false], 0, 1, 2, 5, 6, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Color", self, JUNCTION_CONNECT.output, VALUE_TYPE.color, c_black); attribute_surface_depth(); colors = []; static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var inSurf = _data[0]; if(!is_surface(inSurf)) return _outSurf; if(_output_index == 1) return array_safe_get_fast(colors, _array_index); var side = max(surface_get_width_safe(inSurf), surface_get_height_safe(inSurf)); var lop = ceil(log2(side)); var cc; side = power(2, lop); if(side / 2 >= 1) { var _Surf = [ surface_create_valid(side, side), surface_create_valid(side, side) ]; var _ind = 1; surface_set_target(_Surf[0]); DRAW_CLEAR BLEND_OVERRIDE; draw_surface_stretched_safe(inSurf, 0, 0, side, side); BLEND_NORMAL; surface_reset_target(); shader_set(sh_average); for( var i = 0; i <= lop; i++ ) { shader_set_uniform_f(uniform_dim, side); surface_set_target(_Surf[_ind]); DRAW_CLEAR draw_surface_safe(_Surf[!_ind], 0, 0); surface_reset_target(); _ind = !_ind; side /= 2; } shader_reset(); cc = surface_get_pixel(_Surf[!_ind], 0, 0); surface_free(_Surf[0]); surface_free(_Surf[1]); } else cc = surface_get_pixel(inSurf, 0, 0); surface_set_target(_outSurf); draw_clear(cc); surface_reset_target(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]); _outSurf = channel_apply(_data[0], _outSurf, _data[4]); colors[_array_index] = cc; return _outSurf; } #endregion }