function Node_create_Level(_x, _y) { var node = new Node_Level(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Level(_x, _y) : Node_Processor(_x, _y) constructor { name = "Level"; uniform_black = shader_get_uniform(sh_level, "black"); uniform_white = shader_get_uniform(sh_level, "white"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Black", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 2] = nodeValue(2, "White", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); 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 _black = _data[1]; var _white = _data[2]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD shader_set(sh_level); shader_set_uniform_f(uniform_black, _black); shader_set_uniform_f(uniform_white, _white); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }