function Node_Glow(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Glow"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Float("Border", self, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 0.1] }); inputs[2] = nodeValue_Float("Size", self, 3) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }); inputs[3] = nodeValue_Float("Strength", self, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ]}); inputs[4] = nodeValue_Color("Color", self, c_white); inputs[5] = nodeValue_Surface("Mask", self); inputs[6] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[7] = nodeValue_Bool("Active", self, true); active_index = 7; __init_mask_modifier(5); // inputs 8, 9, inputs[10] = nodeValue_Enum_Button("Mode", self, 0, [ "Greyscale", "Alpha" ]); inputs[11] = nodeValue_Bool("Draw original", self, true); inputs[12] = nodeValue_Enum_Button("Side", self, 0, [ "Outer", "Inner" ]); input_display_list = [ 7, ["Surfaces", true], 0, 5, 6, 8, 9, ["Glow", false], 10, 12, 2, 3, ["Render", false], 4, 11, ] outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { __step_mask_modifier(); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _border = _data[1]; var _size = _data[2]; var _strength = _data[3]; var _color = _data[4]; var _mode = _data[10]; var _render = _data[11]; var _side = _data[12]; surface_set_shader(_outSurf, sh_glow); shader_set_dim("dimension", _data[0]); shader_set_i("mode", _mode); shader_set_f("border", _border); shader_set_f("size", _size); shader_set_f("strength", _strength); shader_set_color("color", _color); shader_set_i("render", _render); shader_set_i("side", _side); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); return _outSurf; } }