function Node_Spherize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Spherize"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Vec2("Center", self, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ]) .setUnitRef(function(index) { return getDimension(index); }); inputs[2] = nodeValue_Float("Strength", self, 1) .setDisplay(VALUE_DISPLAY.slider) .setMappable(11); inputs[3] = nodeValue_Float("Radius", self, 0.2) .setDisplay(VALUE_DISPLAY.slider) .setMappable(12); inputs[4] = 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[5] = nodeValue_Surface("Mask", self); inputs[6] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[7] = nodeValue_Bool("Active", self, true); active_index = 7; inputs[8] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(5); // inputs 9, 10 ////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[11] = nodeValue_Surface("Strength map", self) .setVisible(false, false); inputs[12] = nodeValue_Surface("Radius map", self) .setVisible(false, false); ////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[13] = nodeValue_Float("Trim edge", self, 0) .setDisplay(VALUE_DISPLAY.slider) outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 7, 8, ["Surfaces", true], 0, 5, 6, 9, 10, ["Spherize", false], 1, 2, 11, 3, 12, 13, ]; attribute_surface_depth(); attribute_oversample(); attribute_interpolation(); attributes.oversample = 2; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region PROCESSOR_OVERLAY_CHECK var pos = current_data[1]; var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var _hov = false; var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } #endregion static step = function() { #region __step_mask_modifier(); inputs[2].mappableStep(); inputs[3].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var sam = struct_try_get(attributes, "oversample"); surface_set_shader(_outSurf, sh_spherize); shader_set_interpolation(_data[0]); shader_set_f("dimension", [ surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]) ]); shader_set_2("center", _data[1]); shader_set_f("trim", _data[13]); shader_set_f_map("strength", _data[2], _data[11], inputs[2]); shader_set_f_map("radius", _data[3], _data[12], inputs[3]); 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; } #endregion }