function Node_Combine_HSV(_x, _y, _group = noone) : 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("Hue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _h = _data[0]; var _s = _data[1]; var _v = _data[2]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; 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_safe(_outSurf), surface_get_width_safe(_outSurf), 0, c_white, 1); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } #endregion }