function Node_Vignette(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Vignette"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 1; inputs[| 2] = nodeValue("Exposure", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 15); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] }); inputs[| 4] = nodeValue("Exponent", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.25) .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue("Roundness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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 }