function Node_Curve(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Curve"; shader = sh_curve; uniform_wcur = shader_get_uniform(shader, "w_curve"); uniform_wamo = shader_get_uniform(shader, "w_amount"); uniform_rcur = shader_get_uniform(shader, "r_curve"); uniform_ramo = shader_get_uniform(shader, "r_amount"); uniform_gcur = shader_get_uniform(shader, "g_curve"); uniform_gamo = shader_get_uniform(shader, "g_amount"); uniform_bcur = shader_get_uniform(shader, "b_curve"); uniform_bamo = shader_get_uniform(shader, "b_amount"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); inputs[| 2] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); inputs[| 3] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); inputs[| 4] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01); inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 7; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 7, ["Output", true], 0, 5, 6, ["Curve", false], 1, 2, 3, 4, ]; attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _wcur = _data[1]; var _rcur = _data[2]; var _gcur = _data[3]; var _bcur = _data[4]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f_array_safe(uniform_wcur, _wcur); shader_set_uniform_i(uniform_wamo, array_length(_wcur)); shader_set_uniform_f_array_safe(uniform_rcur, _rcur); shader_set_uniform_i(uniform_ramo, array_length(_rcur)); shader_set_uniform_f_array_safe(uniform_gcur, _gcur); shader_set_uniform_i(uniform_gamo, array_length(_gcur)); shader_set_uniform_f_array_safe(uniform_bcur, _bcur); shader_set_uniform_i(uniform_bamo, array_length(_bcur)); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); return _outSurf; } #endregion }