function Node_Local_Analyze(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Local Analyze"; inputs[| 0] = nodeValue_Surface("Surface in", self); inputs[| 1] = nodeValue_Enum_Scroll("Algorithm", self, 0, [ "Average (Blur)", "Maximum", "Minimum" ]); inputs[| 2] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 16, 0.1] }); inputs[| 3] = nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ]) .setTooltip("How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture."); inputs[| 4] = nodeValue_Enum_Scroll("Shape", self, 0, [ new scrollItem("Square", s_node_shape_rectangle, 0), new scrollItem("Circle", s_node_shape_circle, 0), new scrollItem("Diamond", s_node_shape_misc, 0) ]); inputs[| 5] = nodeValue_Surface("Mask", self); inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 7; inputs[| 8] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(5); // inputs 9, 10 outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 7, 8, ["Surfaces", true], 0, 5, 6, 9, 10, ["Effect", false], 1, 2, 4, ]; attribute_surface_depth(); attribute_oversample(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _alg = _data[1]; var _siz = _data[2]; var _shp = _data[4]; var _sam = struct_try_get(attributes, "oversample"); surface_set_shader(_outSurf, sh_local_analyze); shader_set_f("dimension" , surface_get_dimension(_data[0])); shader_set_i("algorithm" , _alg); shader_set_f("size" , _siz); shader_set_i("shape" , _shp); shader_set_i("sampleMode", _sam); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); _outSurf = channel_apply(_data[0], _outSurf, _data[8]); return _outSurf; } }