function Node_Interlaced(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Interlace"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 1; inputs[| 2] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 3] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); 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(2); // inputs 5, 6 inputs[| 7] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y" ]); inputs[| 8] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 9] = nodeValue("Invert", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); temp_surface = [ ]; input_display_list = [ 1, ["Surface", false], 0, 2, 3, 4, ["Effects", false], 7, 8, 9, ]; attribute_surface_depth(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _surf = _data[0]; var _axis = _data[7]; var _size = _data[8]; var _invt = _data[9]; var _dim = surface_get_dimension(_surf); surface_set_shader(_outSurf, sh_interlaced); shader_set_i("useSurf", CURRENT_FRAME > 1); shader_set_surface("prevFrame", array_safe_get(temp_surface, _array_index)); shader_set_2("dimension", _dim); shader_set_i("axis", _axis); shader_set_i("invert", _invt); shader_set_f("size", _size); draw_surface_safe(_surf); surface_reset_shader(); temp_surface[_array_index] = surface_verify(array_safe_get(temp_surface, _array_index), _dim[0], _dim[1]); surface_set_shader(temp_surface[_array_index], noone); draw_surface_safe(_surf); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]); _outSurf = channel_apply(_data[0], _outSurf, _data[4]); return _outSurf; } #endregion }