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); } }