function Node_De_Stray(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "De-Stray"; shader = sh_de_stray; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_tol = shader_get_uniform(shader, "tolerance"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 2; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 2, ["Surface", false], 0, 1, ] attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]); shader_set_uniform_f(uniform_tol, _data[1]); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }