function Node_Curve_HSV(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "HSV Curve"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue("Hue", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); inputs[2] = nodeValue("Saturation", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); inputs[3] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); inputs[4] = nodeValue_Surface("Mask", self); inputs[5] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[6] = nodeValue_Bool("Active", self, true); active_index = 6; inputs[7] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(4); // inputs 8, 9, outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 6, 7, ["Surfaces", true], 0, 4, 5, 8, 9, ["Curve", false], 1, 2, 3, ]; attribute_surface_depth(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _hcur = _data[1]; var _scur = _data[2]; var _vcur = _data[3]; surface_set_shader(_outSurf, sh_curve_hsv); shader_set_f("h_curve", _hcur); shader_set_i("h_amount", array_length(_hcur)); shader_set_f("s_curve", _scur); shader_set_i("s_amount", array_length(_scur)); shader_set_f("v_curve", _vcur); shader_set_i("v_amount", array_length(_vcur)); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]); _outSurf = channel_apply(_data[0], _outSurf, _data[7]); return _outSurf; } #endregion }