function Node_BW(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "BW"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Float("Brightness", self, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01] }) .setMappable(9); inputs[2] = nodeValue_Float("Contrast", self, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 4, 0.01] }) .setMappable(10); inputs[3] = nodeValue_Surface("Mask", self); inputs[4] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[5] = nodeValue_Bool("Active", self, true); active_index = 5; inputs[6] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(3); // inputs 7, 8 //////////////////////////////////////////////////////////////////////////////////////////////// inputs[9] = nodeValueMap("Brightness map", self); inputs[10] = nodeValueMap("Contrast map", self); //////////////////////////////////////////////////////////////////////////////////////////////// input_display_list = [ 5, 6, ["Surfaces", true], 0, 3, 4, 7, 8, ["BW", false], 1, 9, 2, 10, ] outputs[0] = nodeValue_Output("Surface out", self, 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_bw); 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]); 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 }