function Node_Average(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Average"; shader = sh_average; uniform_dim = shader_get_uniform(shader, "dimension"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index, _array_index) { var inSurf = _data[0]; if(!is_surface(inSurf)) return _outSurf; var side = max(surface_get_width(inSurf), surface_get_height(inSurf)); var lop = ceil(log2(side)); var cc; side = power(2, lop); if(side / 2 >= 1) { var _Surf = [ surface_create(side, side), surface_create(side / 2, side / 2) ]; var _ind = 1; gpu_set_tex_filter(true); surface_set_target(_Surf[0]); draw_clear_alpha(0, 0); BLEND_OVERRIDE draw_surface_stretched(inSurf, 0, 0, side, side); BLEND_NORMAL surface_reset_target(); for( var i = 0; i < lop; i++ ) { surface_set_target(_Surf[_ind]); draw_clear_alpha(0, 0); draw_surface_ext(_Surf[!_ind], 0, 0, 0.5, 0.5, 0, c_white, 1); surface_reset_target(); if(side / 4 >= 1) surface_resize(_Surf[!_ind], side / 4, side / 4); _ind = !_ind; side /= 2; } gpu_set_tex_filter(false); cc = surface_getpixel(_Surf[!_ind], 0, 0); } else cc = surface_getpixel(inSurf, 0, 0); surface_set_target(_outSurf); draw_clear(cc); surface_reset_target(); return _outSurf; } }