function Node_Palette_Shift(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Palette Shift"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, DEF_PALETTE) .setDisplay(VALUE_DISPLAY.palette); inputs[| 2] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, [-1, 1, 1]); inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; input_display_list = [ 5, ["Output", true], 0, 3, 4, ["Palette", false], 1, 2 ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _pal = _data[1]; var _shf = _data[2]; var _colors = []; for(var i = 0; i < array_length(_pal); i++) array_append(_colors, colToVec4(_pal[i])); inputs[| 2].editWidget.minn = -array_length(_pal); inputs[| 2].editWidget.maxx = array_length(_pal); surface_set_shader(_outSurf, sh_palette_shift); shader_set_f("palette", _colors); shader_set_f("paletteAmount", array_length(_pal)); shader_set_f("shift", _shf); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); _outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]); return _outSurf; } #endregion }