function Node_Outline(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Outline"; shader = sh_outline; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_border_start = shader_get_uniform(shader, "borderStart"); uniform_border_size = shader_get_uniform(shader, "borderSize"); uniform_border_color = shader_get_uniform(shader, "borderColor"); uniform_blend = shader_get_uniform(shader, "is_blend"); uniform_blend_alpha = shader_get_uniform(shader, "blend_alpha"); uniform_side = shader_get_uniform(shader, "side"); uniform_aa = shader_get_uniform(shader, "is_aa"); uniform_out_only = shader_get_uniform(shader, "outline_only"); 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, "Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0); inputs[| 2] = nodeValue(2, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 3] = nodeValue(3, "Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Blend outline color with the original color."); inputs[| 4] = nodeValue(4, "Blend alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 5] = nodeValue(5, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.enum_button, ["Inside", "Outside"]); inputs[| 6] = nodeValue(6, "Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0); inputs[| 7] = nodeValue(7, "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[| 8] = nodeValue(8, "Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Shift outline inside, outside the shape."); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); outputs[| 1] = nodeValue(1, "Outline", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ 0, ["Outline", false], 1, 5, 7, 8, ["Render", false], 2, 3, 4, 6, ]; static process_data = function(_outSurf, _data, _output_index, _array_index) { var ww = surface_get_width(_data[0]); var hh = surface_get_height(_data[0]); var wd = _data[1]; var cl = _data[2]; var blend = _data[3]; var alpha = _data[4]; var side = _data[5]; var aa = _data[6]; var sam = _data[7]; var bst = _data[8]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE shader_set(shader); shader_set_uniform_f_array(uniform_dim, [ww, hh]); shader_set_uniform_f(uniform_border_start, bst); shader_set_uniform_f(uniform_border_size, wd); shader_set_uniform_f_array(uniform_border_color, [color_get_red(cl) / 255, color_get_green(cl) / 255, color_get_blue(cl) / 255, 1.0]); shader_set_uniform_i(uniform_side, side); shader_set_uniform_i(uniform_aa, aa); shader_set_uniform_i(uniform_out_only, _output_index); shader_set_uniform_i(uniform_blend, blend); shader_set_uniform_f(uniform_blend_alpha, alpha); shader_set_uniform_i(uniform_sam, sam); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } static step = function() { var blend = inputs[| 3].getValue(); inputs[| 4].setVisible(blend); } }