function Node_Combine_RGB(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RGB Combine"; dimension_index = -1; newInput(0, nodeValue_Surface("Red", self)); newInput(1, nodeValue_Surface("Green", self)); newInput(2, nodeValue_Surface("Blue", self)); newInput(3, nodeValue_Surface("Alpha", self)); newInput(4, nodeValue_Enum_Scroll("Sampling type", self, 0, ["Channel value", "Greyscale"])); newInput(5, nodeValue_Float("Base value", self, 0, "Set value to the unconnected color channels.")) .setDisplay(VALUE_DISPLAY.slider) .setMappable(6); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(6, nodeValueMap("Base value", self)); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(7, nodeValue_Bool("Array Input", self, false)); newInput(8, nodeValue_Surface("RGBA Array", self, [])) .setArrayDepth(1); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ ["Sampling", false], 4, 5, 6, ["Surfaces", true], 7, 0, 1, 2, 3, 8, ] attribute_surface_depth(); static step = function() { #region inputs[5].mappableStep(); var _arr = getInputData(7); inputs[0].setVisible(!_arr, !_arr); inputs[1].setVisible(!_arr, !_arr); inputs[2].setVisible(!_arr, !_arr); inputs[3].setVisible(!_arr, !_arr); inputs[8].setVisible(_arr, _arr); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _arr = _data[7]; var _r = _arr? array_safe_get_fast(_data[8], 0) : _data[0]; var _g = _arr? array_safe_get_fast(_data[8], 1) : _data[1]; var _b = _arr? array_safe_get_fast(_data[8], 2) : _data[2]; var _a = _arr? array_safe_get_fast(_data[8], 3) : _data[3]; var _baseS = is_surface(_r)? _r : (is_surface(_g)? _g : _b); if(!is_surface(_baseS)) return _outSurf; var _ww = surface_get_width_safe(_baseS); var _hh = surface_get_height_safe(_baseS); _outSurf = surface_verify(_outSurf, _ww, _hh); surface_set_shader(_outSurf, sh_combine_rgb); shader_set_surface("samplerR", _r); shader_set_surface("samplerG", _g); shader_set_surface("samplerB", _b); shader_set_surface("samplerA", _a); shader_set_i("useR", is_surface(_r)); shader_set_i("useG", is_surface(_g)); shader_set_i("useB", is_surface(_b)); shader_set_i("useA", is_surface(_a)); shader_set_i("mode", !_data[4]); shader_set_f_map("base", _data[5], _data[6], inputs[5]); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _ww, _hh); surface_reset_shader(); return _outSurf; } #endregion }