function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Normal"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Float("Height", self, 1)); newInput(2, nodeValue_Float("Smooth", self, 0, "Include diagonal pixel in normal calculation, which leads to smoother output.")) .setDisplay(VALUE_DISPLAY.slider, { range : [ 0, 4, 0.1] }); newInput(3, nodeValue_Bool("Active", self, true)); active_index = 3; newInput(4, nodeValue_Bool("Normalize", self, true)); newInput(5, nodeValue_Bool("Flip X", self, true)); input_display_list = [ 3, ["Surfaces", false], 0, ["Normal", false], 1, 2, 5, 4, ] newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { var _hei = _data[1]; var _smt = _data[2]; var _nor = _data[4]; var _swx = _data[5]; surface_set_shader(_outSurf, sh_normal); gpu_set_texfilter(true); shader_set_f("dimension", surface_get_dimension(_data[0]), surface_get_height_safe(_data[0])); shader_set_f("height", _hei); shader_set_f("smooth", _smt); shader_set_i("normal", _nor); shader_set_i("swapx", _swx); draw_surface_safe(_data[0]); gpu_set_texfilter(false); surface_reset_shader(); return _outSurf; } }