function Node_De_Stray(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "De-Stray"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 2; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 2, ["Effect", false], 0, 1, ] attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_shader(_outSurf, sh_de_stray); shader_set_dim("dimension", _data[0]); shader_set_f("tolerance", _data[1]); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); return _outSurf; } #endregion }