function Node_Local_Analyze(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Local Analyze"; shader = sh_local_analyze; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_alg = shader_get_uniform(shader, "algorithm"); uniform_siz = shader_get_uniform(shader, "size"); uniform_sha = shader_get_uniform(shader, "shape"); uniform_sam = shader_get_uniform(shader, "sampleMode"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Algorithm", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Average (Blur)", "Maximum", "Minimum" ]); inputs[| 2] = nodeValue(2, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [ 1, 16, 1]); inputs[| 3] = nodeValue(3, "Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 4] = nodeValue(4, "Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Square", "Circle", "Diamond" ]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ ["Surface", false], 0, 3, ["Effect", false], 1, 2, 4, ]; static process_data = function(_outSurf, _data, _output_index, _array_index) { var _alg = _data[1]; var _siz = _data[2]; var _sam = _data[3]; var _shp = _data[4]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE shader_set(shader); shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0])); shader_set_uniform_i(uniform_alg, _alg); shader_set_uniform_i(uniform_sam, _sam); shader_set_uniform_i(uniform_sha, _shp); shader_set_uniform_f(uniform_siz, _siz); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }