function Node_Palette_replace(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Palette replace"; shader = sh_palette_replace; uniform_from = shader_get_uniform(shader, "colorFrom"); uniform_from_count = shader_get_uniform(shader, "colorFrom_amo"); uniform_to = shader_get_uniform(shader, "colorTo"); uniform_to_count = shader_get_uniform(shader, "colorTo_amo"); uniform_ter = shader_get_uniform(shader, "treshold"); uniform_alp = shader_get_uniform(shader, "alphacmp"); uniform_inv = shader_get_uniform(shader, "inverted"); uniform_hrd = shader_get_uniform(shader, "hardReplace"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Palette from", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_black ]) .setDisplay(VALUE_DISPLAY.palette); inputs[| 2] = nodeValue(2, "Palette to", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_white ]) .setDisplay(VALUE_DISPLAY.palette); inputs[| 3] = nodeValue(3, "Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 4] = nodeValue(4, "Set others to black", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 5] = nodeValue(5, "Multiply alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 6] = nodeValue(6, "Hard replace", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); input_display_list = [0, ["Palette", false], 1, 2, ["Comparison", false], 3, 5, ["Render", false], 4, 6 ]; 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 fr = _data[1]; var to = _data[2]; var tr = _data[3]; var in = _data[4]; var alp = _data[5]; var hrd = _data[6]; var _colorFrom = array_create(array_length(fr) * 4); for(var i = 0; i < array_length(fr); i++) { _colorFrom[i * 4 + 0] = color_get_red(fr[i]) / 255; _colorFrom[i * 4 + 1] = color_get_green(fr[i]) / 255; _colorFrom[i * 4 + 2] = color_get_blue(fr[i]) / 255; _colorFrom[i * 4 + 3] = 1; } var _colorTo = array_create(array_length(to) * 4); for(var i = 0; i < array_length(to); i++) { _colorTo[i * 4 + 0] = color_get_red(to[i]) / 255; _colorTo[i * 4 + 1] = color_get_green(to[i]) / 255; _colorTo[i * 4 + 2] = color_get_blue(to[i]) / 255; _colorTo[i * 4 + 3] = 1; } surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE shader_set(shader); shader_set_uniform_f_array(uniform_from, _colorFrom); shader_set_uniform_i(uniform_from_count, array_length(fr)); shader_set_uniform_i(uniform_alp, alp); shader_set_uniform_i(uniform_hrd, hrd); shader_set_uniform_f_array(uniform_to, _colorTo); shader_set_uniform_i(uniform_to_count, array_length(to)); shader_set_uniform_f(uniform_ter, tr); shader_set_uniform_i(uniform_inv, in); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }