function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Threshold"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Bool("Brightness", self, false); inputs[2] = nodeValue_Float("Brightness Threshold", self, 0.5) .setDisplay(VALUE_DISPLAY.slider) .setMappable(13); inputs[3] = nodeValue_Float("Brightness Smoothness", self, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[4] = nodeValue_Surface("Mask", self); inputs[5] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[6] = nodeValue_Bool("Active", self, true); active_index = 6; inputs[7] = nodeValue_Bool("Alpha", self, false); inputs[8] = nodeValue_Float("Alpha Threshold", self, 0.5) .setDisplay(VALUE_DISPLAY.slider) .setMappable(14); inputs[9] = nodeValue_Float("Alpha Smoothness", self, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[10] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(4); // inputs 11, 12 ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[13] = nodeValueMap("Brightness map", self); inputs[14] = nodeValueMap("Alpha map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 6, 10, ["Surfaces", true], 0, 4, 5, 11, 12, ["Brightness", true, 1], 2, 13, 3, ["Alpha", true, 7], 8, 14, 9, ]; attribute_surface_depth(); static step = function() { #region __step_mask_modifier(); inputs[2].mappableStep(); inputs[8].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_shader(_outSurf, sh_threshold); shader_set_i("bright", _data[1]); shader_set_f_map("brightThreshold", _data[2], _data[13], inputs[2]); shader_set_f("brightSmooth", _data[3]); shader_set_i("alpha", _data[7]); shader_set_f_map("alphaThreshold", _data[8], _data[14], inputs[8]); shader_set_f("alphaSmooth", _data[9]); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]); _outSurf = channel_apply(_data[0], _outSurf, _data[10]); return _outSurf; } #endregion }