function Node_Greyscale(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
	name = "Greyscale";
	
	inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
	
	inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
		.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01] })
		.setMappable(9);
	
	inputs[| 2] = nodeValue("Contrast",   self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
		.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 4, 0.01] })
		.setMappable(10);
	
	inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
	
	inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
		.setDisplay(VALUE_DISPLAY.slider);
	
	inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
		active_index = 5;
	
	inputs[| 6] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
		.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
		
	__init_mask_modifier(3); // inputs 7, 8
	
	inputs[| 9] = nodeValue("Brightness map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone)
		.setVisible(false, false);
	
	inputs[| 10] = nodeValue("Contrast map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone)
		.setVisible(false, false);
	
	input_display_list = [ 5, 6, 
		["Surfaces",	 true], 0, 3, 4, 7, 8, 
		["Greyscale",	false], 1, 9, 2, 10, 
	]
	
	outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
	
	attribute_surface_depth();
	
	static step = function() { #region
		__step_mask_modifier();
		
		inputs[| 1].mappableStep();
		inputs[| 2].mappableStep();
	} #endregion
	
	static processData = function(_outSurf, _data, _output_index, _array_index) { #region
		
		surface_set_shader(_outSurf, sh_greyscale);
			shader_set_f_map("brightness", _data[1], _data[ 9], inputs[| 1]);
			shader_set_f_map("contrast",   _data[2], _data[10], inputs[| 2]);
			draw_surface_safe(_data[0], 0, 0);
		surface_reset_shader();
		
		__process_mask_modifier(_data);
		_outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]);
		_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
		
		return _outSurf;
	} #endregion
}