function Node_Erode(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Erode"; shader = sh_erode; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_size = shader_get_uniform(shader, "size"); uniform_bor = shader_get_uniform(shader, "border"); uniform_alp = shader_get_uniform(shader, "alpha"); 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, 1); inputs[| 2] = nodeValue(2, "Preserve border",self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 3] = nodeValue(3, "Use alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); 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 wd = _data[1]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE shader_set(shader); shader_set_uniform_f_array(uniform_dim, [surface_get_width(_data[0]), surface_get_height(_data[0])]); shader_set_uniform_f(uniform_size, wd); shader_set_uniform_i(uniform_bor, _data[2]? 1 : 0); shader_set_uniform_i(uniform_alp, _data[3]? 1 : 0); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }