function Node_Blend_Edge(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Blend Edge"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider) .setMappable(5); inputs[| 2] = nodeValue("Types",self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Both", "Horizontal", "Vertical" ]); 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) }); ///////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 5] = nodeValue("Width map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone) .setVisible(false, false); ///////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 6] = nodeValue("Blending", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); input_display_list = [ 3, 4, ["Surfaces", true], 0, ["Blend", false], 2, 1, 5, 6, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); temp_surface = array_create(1); attribute_surface_depth(); static step = function() { #region inputs[| 1].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _sw = surface_get_width_safe(_data[0]); var _sh = surface_get_height_safe(_data[0]); for( var i = 0, n = array_length(temp_surface); i < n; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh); surface_set_shader(_outSurf, sh_blend_edge); shader_set_f("dimension", _sw, _sh); shader_set_f_map("width", clamp(_data[1], 0.001, 0.999), _data[5], inputs[| 1]); shader_set_i("edge" , _data[2]); shader_set_f("blend" , clamp(_data[6], 0.001, 0.999)); draw_surface(_data[0], 0, 0); surface_reset_shader(); //return temp_surface[0]; return _outSurf; } }