function Node_Posterize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Posterize"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, DEF_PALETTE ) .setDisplay(VALUE_DISPLAY.palette); inputs[| 2] = nodeValue("Use palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 3] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4) .setDisplay(VALUE_DISPLAY.slider, { range: [2, 16, 1] }); inputs[| 4] = nodeValue("Gamma", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.6) .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; inputs[| 6] = nodeValue("Posterize alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); input_display_list = [ 5, ["Effect settings", false], 0, 2, 1, 6, ["Auto color", false], 3, 4 ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { var _use_pal = getInputData(2); inputs[| 1].setVisible(_use_pal); inputs[| 3].setVisible(!_use_pal); inputs[| 4].setVisible(!_use_pal); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _gra = _data[1]; var _use_gra = _data[2]; var _alp = _data[6]; if(_use_gra) { var _colors = array_create(array_length(_gra) * 4); for(var i = 0; i < array_length(_gra); i++) { _colors[i * 4 + 0] = color_get_red(_gra[i]) / 255; _colors[i * 4 + 1] = color_get_green(_gra[i]) / 255; _colors[i * 4 + 2] = color_get_blue(_gra[i]) / 255; _colors[i * 4 + 3] = 1; } surface_set_shader(_outSurf, sh_posterize_palette); shader_set_f("palette", _colors); shader_set_i("keys", array_length(_gra)); shader_set_i("alpha", _alp); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); } else { var _colors = _data[3]; var _gamma = _data[4]; surface_set_shader(_outSurf, sh_posterize); shader_set_i("colors", _colors); shader_set_f("gamma", _gamma); shader_set_i("alpha", _alp); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); } return _outSurf; } }