function Node_Combine_RGB(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RGB Combine"; dimension_index = -1; inputs[| 0] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 4] = nodeValue("Sampling type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, ["Brightness", "Channel value"]); inputs[| 5] = nodeValue("Base value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0, "Set value to the unconnected color channels.") .setDisplay(VALUE_DISPLAY.slider) .setMappable(6); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 6] = nodeValueMap("Base value", self); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Sampling", false], 4, 5, 6, ["Surfaces", true], 0, 1, 2, 3, ] attribute_surface_depth(); static step = function() { #region inputs[| 5].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _r = _data[0]; var _g = _data[1]; var _b = _data[2]; var _a = _data[3]; var _baseS = _r; if(!is_surface(_baseS)) _baseS = _g; if(!is_surface(_baseS)) _baseS = _b; if(!is_surface(_baseS)) return _outSurf; _outSurf = surface_verify(_outSurf, surface_get_width_safe(_baseS), surface_get_height_safe(_baseS)); surface_set_shader(_outSurf, sh_combine_rgb); shader_set_surface("samplerR", _r); shader_set_surface("samplerG", _g); shader_set_surface("samplerB", _b); shader_set_surface("samplerA", _a); shader_set_i("useR", is_surface(_r)); shader_set_i("useG", is_surface(_g)); shader_set_i("useB", is_surface(_b)); shader_set_i("useA", is_surface(_a)); shader_set_i("mode", _data[4]); shader_set_f_map("base", _data[5], _data[6], inputs[| 5]); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf)); surface_reset_shader(); return _outSurf; } #endregion }