Pixel-Composer/scripts/node_posterize/node_posterize.gml

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function Node_Posterize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Posterize";
uniform_colors = shader_get_uniform(sh_posterize, "colors");
uniform_gamma = shader_get_uniform(sh_posterize, "gamma");
uniform_color = shader_get_uniform(sh_posterize_palette, "palette");
uniform_key = shader_get_uniform(sh_posterize_palette, "keys");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_white ])
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.setDisplay(VALUE_DISPLAY.palette);
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inputs[| 2] = nodeValue("Use palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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inputs[| 3] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4)
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.setDisplay(VALUE_DISPLAY.slider, [2, 16, 1]);
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inputs[| 4] = nodeValue("Gamma", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.6)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 5;
input_display_list = [ 5,
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["Effect settings", false], 0, 2, 1,
["Auto color", false], 3, 4
];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static step = function() {
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var _use_pal = inputs[| 2].getValue();
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inputs[| 1].setVisible(_use_pal);
inputs[| 3].setVisible(!_use_pal);
inputs[| 4].setVisible(!_use_pal);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _gra = _data[1];
var _use_gra = _data[2];
if(_use_gra) {
var _colors = array_create(array_length(_gra) * 4);
for(var i = 0; i < array_length(_gra); i++) {
_colors[i * 4 + 0] = color_get_red(_gra[i]) / 255;
_colors[i * 4 + 1] = color_get_green(_gra[i]) / 255;
_colors[i * 4 + 2] = color_get_blue(_gra[i]) / 255;
_colors[i * 4 + 3] = 1;
}
surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(sh_posterize_palette);
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shader_set_uniform_f_array_safe(uniform_color, _colors);
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shader_set_uniform_i(uniform_key, array_length(_gra));
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draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
} else {
var _colors = _data[3];
var _gamma = _data[4];
surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(sh_posterize);
shader_set_uniform_i(uniform_colors, _colors);
shader_set_uniform_f(uniform_gamma, _gamma);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
}
return _outSurf;
}
}