function Node_Alpha_Cutoff(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Alpha Cutoff"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Float("Minimum", self, 0.2, "Any pixel with less alpha (more transparent) than this will be removed.")) .setDisplay(VALUE_DISPLAY.slider); newInput(2, nodeValue_Surface("Mask", self)); newInput(3, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(4, nodeValue_Bool("Active", self, true)); active_index = 4; __init_mask_modifier(2); // inputs 5, 6, input_display_list = [ 4, ["Surfaces", true], 0, 2, 3, 5, 6, ["Cutoff", false], 1, ] newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(sh_alpha_cutoff); shader_set_uniform_f(shader_get_uniform(sh_alpha_cutoff, "cutoff"), _data[1]); draw_surface_safe(_data[0]); shader_reset(); BLEND_NORMAL; surface_reset_target(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]); return _outSurf; } #endregion }