function Node_Average(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Average"; shader = sh_average; uniform_dim = shader_get_uniform(shader, "dimension"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; input_display_list = [ 3, ["Surface", false], 0, 1, 2, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); static process_data = function(_outSurf, _data, _output_index, _array_index) { var inSurf = _data[0]; if(!is_surface(inSurf)) return _outSurf; var side = max(surface_get_width(inSurf), surface_get_height(inSurf)); var lop = ceil(log2(side)); var cc; side = power(2, lop); if(side / 2 >= 1) { var _Surf = [ surface_create_valid(side, side), surface_create_valid(side / 2, side / 2) ]; var _ind = 1; gpu_set_tex_filter(true); surface_set_target(_Surf[0]); draw_clear_alpha(0, 0); BLEND_OVERRIDE; draw_surface_stretched(inSurf, 0, 0, side, side); BLEND_NORMAL; surface_reset_target(); for( var i = 0; i < lop; i++ ) { surface_set_target(_Surf[_ind]); draw_clear_alpha(0, 0); draw_surface_ext(_Surf[!_ind], 0, 0, 0.5, 0.5, 0, c_white, 1); surface_reset_target(); if(side / 4 >= 1) surface_resize(_Surf[!_ind], side / 4, side / 4); _ind = !_ind; side /= 2; } gpu_set_tex_filter(false); cc = surface_getpixel(_Surf[!_ind], 0, 0); surface_free(_Surf[0]); surface_free(_Surf[1]); } else cc = surface_getpixel(inSurf, 0, 0); surface_set_target(_outSurf); draw_clear(cc); surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]); return _outSurf; } }