function Node_BW(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "BW"; shader = sh_bw; uniform_exp = shader_get_uniform(shader, "brightness"); uniform_con = shader_get_uniform(shader, "contrast"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [ -1, 1, 0.01]); inputs[| 2] = nodeValue(2, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [ -1, 4, 0.01]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index) { var _exp = _data[1]; var _con = _data[2]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(shader); shader_set_uniform_f(uniform_exp, _exp); shader_set_uniform_f(uniform_con, _con); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }