function Node_High_Pass(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "High Pass"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Bool("Active", self, true)); active_index = 1; newInput(2, nodeValue_Surface("Mask", self)); newInput(3, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(2); // inputs 5, 6, newInput(7, nodeValue_Int("Radius", self, 1)); newInput(8, nodeValue_Float("Intensity", self, 1)); input_display_list = [ 1, 4, ["Surfaces", true], 0, 2, 3, 5, 6, ["Sharpen", false], 7, 8, ] newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); attribute_oversample(); static step = function() { __step_mask_modifier(); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _rad = _data[7]; var _int = _data[8]; var _dim = surface_get_dimension(_data[0]); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); surface_set_shader(_outSurf, sh_high_pass, true, BLEND.over); shader_set_i("sampleMode", getAttribute("oversample")); shader_set_2("dimension", _dim); shader_set_f("radius", _rad); shader_set_f("intensity", _int); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]); _outSurf = channel_apply(_data[0], _outSurf, _data[4]); return _outSurf; } }