function Node_create_Bevel(_x, _y) { var node = new Node_Bevel(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Bevel(_x, _y) : Node_Processor(_x, _y) constructor { name = "Bevel"; uniform_dim = shader_get_uniform(sh_bevel, "dimension"); uniform_shf = shader_get_uniform(sh_bevel, "shift"); uniform_sca = shader_get_uniform(sh_bevel, "scale"); uniform_hei = shader_get_uniform(sh_bevel, "height"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4); inputs[| 2] = nodeValue(2, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 1, 1 ] ) .setDisplay(VALUE_DISPLAY.vector); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1)); static process_data = function(_outSurf, _data, _output_index) { var _hei = _data[1]; var _shf = _data[2]; var _sca = _data[3]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD shader_set(sh_bevel); shader_set_uniform_f(uniform_hei, _hei); shader_set_uniform_f_array(uniform_shf, _shf); shader_set_uniform_f_array(uniform_sca, _sca); shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }