function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Threshold"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 2] = nodeValue("Brightness Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 3] = nodeValue("Brightness Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 6; inputs[| 7] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 8] = nodeValue("Alpha Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 9] = nodeValue("Alpha Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 6, ["Output", true], 0, 4, 5, ["Threshold", false], 1, 2, 3, 7, 8, 9, ]; attribute_surface_depth(); static step = function() { #region var _bright = getInputData(1); inputs[| 2].setVisible(_bright); inputs[| 3].setVisible(_bright); var _alpha = getInputData(7); inputs[| 8].setVisible(_alpha); inputs[| 9].setVisible(_alpha); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _bright = _data[1]; var _brightThreshold = _data[2]; var _brightSmooth = _data[3]; var _alpha = _data[7]; var _alphaThreshold = _data[8]; var _alphaSmooth = _data[9]; surface_set_shader(_outSurf, sh_threshold); shader_set_i("bright", _bright ); shader_set_f("brightThreshold", _brightThreshold ); shader_set_f("brightSmooth", _brightSmooth ); shader_set_i("alpha", _alpha ); shader_set_f("alphaThreshold", _alphaThreshold ); shader_set_f("alphaSmooth", _alphaSmooth ); draw_surface_safe(_data[0]); surface_reset_shader(); _outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]); return _outSurf; } #endregion }