Pixel-Composer/scripts/node_glow/node_glow.gml

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function Node_Glow(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Glow";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Border", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 0.1] });
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inputs[| 2] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] });
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inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ]});
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inputs[| 4] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
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__init_mask_modifier(5); // inputs 8, 9,
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inputs[| 10] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "Alpha" ]);
inputs[| 11] = nodeValue("Draw original", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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input_display_list = [ 7,
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["Surfaces", true], 0, 5, 6, 8, 9,
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["Glow", false], 10, 2, 3,
["Render", false], 4, 11,
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]
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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() { __step_mask_modifier(); }
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _border = _data[1];
var _size = _data[2];
var _strength = _data[3];
var _color = _data[4];
var _mode = _data[10];
var _render = _data[11];
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surface_set_shader(_outSurf, sh_glow);
shader_set_dim("dimension", _data[0]);
shader_set_i("mode", _mode);
shader_set_f("border", _border);
shader_set_f("size", _size);
shader_set_f("strength", _strength);
shader_set_color("color", _color);
shader_set_i("render", _render);
draw_surface_safe(_data[0]);
surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
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return _outSurf;
}
}