function Node_Normal(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Normal"; uniform_dim = shader_get_uniform(sh_normal, "dimension"); uniform_hei = shader_get_uniform(sh_normal, "height"); uniform_smt = shader_get_uniform(sh_normal, "smooth"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 2] = nodeValue(2, "Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Include diagonal pixel in normal calculation, which leads to smoother output."); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _hei = _data[1]; var _smt = _data[2]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE shader_set(sh_normal); shader_set_uniform_f(uniform_hei, _hei); shader_set_uniform_i(uniform_smt, _smt); shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }