function Node_MK_Blinker(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "MK Blinker"; batch_output = false; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 2].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); inputs[| 3] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 4] = nodeValue("Target Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_black ] ) .setDisplay(VALUE_DISPLAY.palette); inputs[| 5] = nodeValue("Light Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_white ] ) .setDisplay(VALUE_DISPLAY.palette); inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 6; inputs[| 7] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1 ) .setDisplay(VALUE_DISPLAY.slider); inputs[| 8] = nodeValue("Glow", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 9] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4 ) .setDisplay(VALUE_DISPLAY.slider, { range : [ 1, 8, 0.1 ] }); inputs[| 10] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5 ) .setDisplay(VALUE_DISPLAY.slider); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Light only", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ new Inspector_Sprite(s_MKFX), 6, ["Surfaces", false], 0, 1, ["Blink", false], 2, 3, 4, 5, 7, ["Glow", true, 8], 9, 10, ] temp_surface = [ surface_create( 1, 1 ), surface_create( 1, 1 ), surface_create( 1, 1 ) ]; light_only = []; surface_blur_init(); static processData = function(_outSurf, _data, _output_index, _array_index) { if(_output_index == 1) return light_only[_array_index]; var _surf = _data[0]; var _mask = _data[1]; var _seed = _data[2]; var _amou = _data[3]; var _trgC = _data[4]; var _ligC = _data[5]; var _tolr = _data[7]; var _glow = _data[8]; var _glsz = _data[9]; var _glop = _data[10]; if(!is_surface(_surf)) return _outSurf; var _sw = surface_get_width_safe(_outSurf); var _sh = surface_get_height_safe(_outSurf); for( var i = 0, n = array_length(temp_surface); i < n; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh); light_only[_array_index] = surface_verify(array_safe_get_fast(light_only, _array_index), _sw, _sh); surface_set_shader(temp_surface[0], sh_blink_extract); shader_set_palette(_trgC, "colorTarget", "colorTargetAmount"); shader_set_f("tolerance", _tolr); draw_surface_safe(_surf); surface_reset_shader(); var rp = sqrt(_sw * _sw + _sh * _sh); var ind = 0; var _umask = is_surface(_mask); repeat(rp) { surface_set_shader(temp_surface[!ind], sh_blink_expand); shader_set_f("dimension", _sw, _sh); shader_set_i("useMask", _umask); shader_set_surface("mask", _mask); draw_surface_safe(temp_surface[ind]); surface_reset_shader(); ind = !ind; } surface_set_shader(temp_surface[2], sh_blink_replace); shader_set_f("seed", _seed); shader_set_f("ratio", _amou); shader_set_palette(_ligC); draw_surface_safe(temp_surface[ind]); surface_reset_shader(); surface_set_target(light_only[_array_index]); DRAW_CLEAR BLEND_OVERRIDE draw_surface_safe(temp_surface[2]); BLEND_NORMAL surface_reset_target(); if(_glow) var lightBlur = surface_apply_gaussian(light_only[_array_index], _glsz, true, c_black, 1); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE draw_surface_safe(_surf); if(_glow) { BLEND_ADD draw_surface_ext(lightBlur, 0, 0, 1, 1, 0, c_white, _glop); } BLEND_ALPHA_MULP draw_surface_safe(temp_surface[2]); BLEND_NORMAL surface_reset_target(); return _outSurf; } }