function Node_Average(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Average"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Surface("Mask", self)); newInput(2, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(3, nodeValue_Bool("Active", self, true)); active_index = 3; newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(1); // inputs 5, 6, input_display_list = [ 3, 4, ["Surfaces", false], 0, 1, 2, 5, 6, ] newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); newOutput(1, nodeValue_Output("Color", self, VALUE_TYPE.color, c_black)); attribute_surface_depth(); static step = function() { __step_mask_modifier(); } static processData = function(_outData, _data, _output_index, _array_index) { var inSurf = _data[0]; var _outSurf = _outData[0]; if(!is_surface(inSurf)) return [ _outSurf, c_black ]; var lop = ceil(log2(max(surface_get_width_safe(inSurf), surface_get_height_safe(inSurf)))); var side = power(2, lop); var cc; if(side / 2 >= 1) { var _Surf = [ surface_create_valid(side, side), surface_create_valid(side, side) ]; var _ind = 1; surface_set_shader(_Surf[0], noone); draw_surface_stretched_safe(inSurf, 0, 0, side, side); surface_reset_shader(); for( var i = 0; i <= lop; i++ ) { surface_set_shader(_Surf[_ind], sh_average); shader_set_f("dimension", side); draw_surface_safe(_Surf[!_ind]); surface_reset_shader(); _ind = !_ind; side /= 2; } cc = surface_get_pixel(_Surf[!_ind], 0, 0); surface_free(_Surf[0]); surface_free(_Surf[1]); } else cc = surface_get_pixel(inSurf, 0, 0); surface_set_target(_outSurf); draw_clear(cc); surface_reset_target(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]); _outSurf = channel_apply(_data[0], _outSurf, _data[4]); return [ _outSurf, cc ]; } }