function Node_Alpha_Cutoff(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Alpha Cutoff"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Minimum", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2, "Any pixel with less alpha (more transparent) than this will be removed.") .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 2] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 3] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 4] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 4; input_display_list = [ 4, ["Surface", true], 0, 2, 3, ["Cutoff", false], 1, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(sh_alpha_cutoff); shader_set_uniform_f(shader_get_uniform(sh_alpha_cutoff, "cutoff"), _data[1]); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]); return _outSurf; } }