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ColorgradingSetShadowNode.hx
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ColorgradingSetShadowNode.hx
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package armory.logicnode;
class ColorgradingSetShadowNode extends LogicNode {
public var property0:Dynamic;
public var property1:Dynamic;
public var property2:Dynamic;
public var property3:Dynamic;
var value:Dynamic;
var whitebalance:Dynamic;
var tint:Dynamic;
var saturation:Dynamic;
var contrast:Dynamic;
var gamma:Dynamic;
var gain:Dynamic;
var offset:Dynamic;
public function new(tree:LogicTree) {
super(tree);
}
override function run(from:Int) {
if(property0 == "Uniform"){
armory.renderpath.Postprocess.colorgrading_global_uniforms[0][1] = inputs[1].get();
for (i in 0...5){
armory.renderpath.Postprocess.colorgrading_shadow_uniforms[i][0] = inputs[i+2].get();
armory.renderpath.Postprocess.colorgrading_shadow_uniforms[i][1] = inputs[i+2].get();
armory.renderpath.Postprocess.colorgrading_shadow_uniforms[i][2] = inputs[i+2].get();
}
//trace(inputs[6].get());
} else if (property0 == "RGB") {
armory.renderpath.Postprocess.colorgrading_global_uniforms[0][2] = inputs[1].get();
for (i in 0...5){
armory.renderpath.Postprocess.colorgrading_shadow_uniforms[i][0] = inputs[i+2].get().x;
armory.renderpath.Postprocess.colorgrading_shadow_uniforms[i][1] = inputs[i+2].get().y;
armory.renderpath.Postprocess.colorgrading_shadow_uniforms[i][2] = inputs[i+2].get().z;
}
} else if (property0 == "Preset File") {
var value:Dynamic = inputs[0].get();
var whitebalance:Float = inputs[1].get();
var tint:iron.math.Vec4 = inputs[2].get();
var saturation:Float = inputs[3].get();
var contrast:Float = inputs[4].get();
var gamma:Float = inputs[5].get();
var gain:Float = inputs[6].get();
var offset:Float = inputs[7].get();
} else {
var value:Dynamic = inputs[0].get();
var whitebalance:Float = inputs[1].get();
var tint:iron.math.Vec4 = inputs[2].get();
var saturation:Float = inputs[3].get();
var contrast:Float = inputs[4].get();
var gamma:Float = inputs[5].get();
var gain:Float = inputs[6].get();
var offset:Float = inputs[7].get();
}
//trace(tint.x);
runOutput(0);
}
}