function Node_Invert(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Invert"; inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); 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) { surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(sh_invert); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }