function Node_Vignette(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Vignette"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Bool("Active", self, true); active_index = 1; inputs[2] = nodeValue_Float("Exposure", self, 15); inputs[3] = nodeValue_Float("Strength", self, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); inputs[4] = nodeValue_Float("Exponent", self, 0.25) .setDisplay(VALUE_DISPLAY.slider); inputs[5] = nodeValue_Float("Roundness", self, 0) .setDisplay(VALUE_DISPLAY.slider); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 1, ["Surfaces", false], 0, ["Vignette", false], 5, 2, 3, ] attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_shader(_outSurf, sh_vignette); shader_set_f("exposure", _data[2]); shader_set_f("strength", _data[3]); shader_set_f("amplitude", _data[4]); shader_set_f("smoothness", _data[5]); draw_surface_safe(_data[0]); surface_reset_shader(); return _outSurf; } #endregion }