function Node_HSV_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "HSV Extract"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue("Hue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, output_index) { surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; switch(output_index) { case 0 : shader_set(sh_channel_H); break; case 1 : shader_set(sh_channel_S); break; case 2 : shader_set(sh_channel_V); break; case 3 : shader_set(sh_channel_A); break; } draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }