Pixel-Composer/scripts/node_blend_edge/node_blend_edge.gml

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function Node_Blend_Edge(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Blend Edge";
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newInput(0, nodeValue_Surface("Surface in", self));
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inputs[1] = nodeValue_Float("Width", self, 0.1)
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.setDisplay(VALUE_DISPLAY.slider)
.setMappable(5);
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newInput(2, nodeValue_Enum_Button("Types",self, 0, [ "Both", "Horizontal", "Vertical" ]));
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newInput(3, nodeValue_Bool("Active", self, true));
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active_index = 3;
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newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[5] = nodeValue_Surface("Width map", self)
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.setVisible(false, false);
/////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[6] = nodeValue_Float("Blending", self, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[7] = nodeValue_Float("Smoothness", self, 0)
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.setDisplay(VALUE_DISPLAY.slider);
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input_display_list = [ 3, 4,
["Surfaces", true], 0,
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["Blend", false], 2, 1, 5, 6, 7,
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]
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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temp_surface = array_create(1);
attribute_surface_depth();
static step = function() { #region
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inputs[1].mappableStep();
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} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _sw = surface_get_width_safe(_data[0]);
var _sh = surface_get_height_safe(_data[0]);
for( var i = 0, n = array_length(temp_surface); i < n; i++ )
temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh);
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var _edg = _data[2];
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if(_edg == 0) {
surface_set_shader(temp_surface[0], sh_blend_edge);
shader_set_f("dimension", _sw, _sh);
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shader_set_f_map("width", _data[1], _data[5], inputs[1]);
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shader_set_i("edge" , 0);
shader_set_f("blend" , clamp(_data[6], 0.001, 0.999));
shader_set_f("smooth" , _data[7]);
draw_surface_safe(_data[0]);
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surface_reset_shader();
surface_set_shader(_outSurf, sh_blend_edge);
shader_set_i("edge" , 1);
draw_surface_safe(temp_surface[0]);
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surface_reset_shader();
} else {
surface_set_shader(_outSurf, sh_blend_edge);
shader_set_f("dimension", _sw, _sh);
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shader_set_f_map("width", _data[1], _data[5], inputs[1]);
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shader_set_i("edge" , _edg - 1);
shader_set_f("blend" , clamp(_data[6], 0.001, 0.999));
draw_surface_safe(_data[0]);
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surface_reset_shader();
}
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return _outSurf;
}
}