Pixel-Composer/scripts/node_noise_grid/node_noise_grid.gml

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function Node_Grid_Noise(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
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name = "Grid noise";
shader = sh_grid_noise;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_sed = shader_get_uniform(shader, "seed");
uniform_shf = shader_get_uniform(shader, "shift");
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uniform_sam = shader_get_uniform(shader, "useSampler");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 8, 8 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
inputs[| 4] = nodeValue(4, "X shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [-2, 2, 0.01]);
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inputs[| 5] = nodeValue(5, "Texture sample", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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input_display_list = [
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["Ouptut", false], 0,
["Effect", false], 3, 1, 2, 4,
["Render", false], 5,
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];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static drawOverlay = function(active, _x, _y, _s, _mx, _my) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my);
}
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static update = function() {
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var _dim = inputs[| 0].getValue();
var _pos = inputs[| 1].getValue();
var _sca = inputs[| 2].getValue();
var _sed = inputs[| 3].getValue();
var _shf = inputs[| 4].getValue();
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var _sam = inputs[| 5].getValue();
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var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
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_outSurf = surface_create_valid(_dim[0], _dim[1]);
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outputs[| 0].setValue(_outSurf);
} else
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surface_size_to(_outSurf, _dim[0], _dim[1]);
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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shader_set(shader);
shader_set_uniform_f_array(uniform_dim, _dim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f_array(uniform_sca, _sca);
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shader_set_uniform_i(uniform_sam, is_surface(_sam));
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shader_set_uniform_f(uniform_shf, _shf);
random_set_seed(_sed);
shader_set_uniform_f(uniform_sed, random_range(1.0, 10.0));
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if(is_surface(_sam))
draw_surface_stretched(_sam, 0, 0, _dim[0], _dim[1]);
else
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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shader_reset();
surface_reset_target();
}
doUpdate();
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}