function Node_Combine_HSV(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "HSV Combine"; shader = sh_combine_hsv; uniform_h = shader_get_sampler_index(shader, "samH"); uniform_s = shader_get_sampler_index(shader, "samS"); uniform_v = shader_get_sampler_index(shader, "samV"); inputs[| 0] = nodeValue(0, "Hue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Saturation", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue(2, "Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index) { var _h = _data[0]; var _s = _data[1]; var _v = _data[2]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(shader); texture_set_stage(uniform_h, surface_get_texture(_h)); texture_set_stage(uniform_s, surface_get_texture(_s)); texture_set_stage(uniform_v, surface_get_texture(_v)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, surface_get_width(_outSurf), surface_get_width(_outSurf), 0, c_white, 1); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }