function Node_Threshold(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Threshold"; shader = sh_threshold; uniform_mde = shader_get_uniform(shader, "mode"); uniform_thr = shader_get_uniform(shader, "thr"); uniform_smt = shader_get_uniform(shader, "smooth"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Brightness", "Alpha" ]); inputs[| 2] = nodeValue(2, "Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 3] = nodeValue(3, "Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ 0, ["Threshold", false], 1, 2, 3 ]; static process_data = function(_outSurf, _data, _output_index, _array_index) { var _mode = _data[1]; var _thr = _data[2]; var _smt = _data[3]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE shader_set(shader); shader_set_uniform_i(uniform_mde, _mode); shader_set_uniform_f(uniform_thr, _thr); shader_set_uniform_f(uniform_smt, _smt); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }