Pixel-Composer/scripts/node_grid_noise/node_grid_noise.gml

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function Node_Grid_Noise(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Grid Noise";
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inputs[0] = nodeValue_Dimension(self);
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inputs[1] = nodeValue_Vector("Position", self, [ 0, 0 ])
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[2] = nodeValue_Vector("Scale", self, [ 8, 8 ]);
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inputs[3] = nodeValue_Float("Seed", self, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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inputs[4] = nodeValue_Float("Shift", self, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [-0.5, 0.5, 0.01] });
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inputs[5] = nodeValue_Surface("Texture sample", self);
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inputs[6] = nodeValue_Enum_Button("Shift axis", self, 0, ["x", "y"]);
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inputs[7] = nodeValue_Enum_Button("Color mode", self, 0, [ "Greyscale", "RGB", "HSV" ]);
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inputs[8] = nodeValue_Slider_Range("Color R range", self, [ 0, 1 ]);
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inputs[9] = nodeValue_Slider_Range("Color G range", self, [ 0, 1 ]);
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inputs[10] = nodeValue_Slider_Range("Color B range", self, [ 0, 1 ]);
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input_display_list = [
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["Output", false], 0,
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["Noise", false], 3, 1, 2, 6, 4,
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["Render", false], 5, 7, 8, 9, 10,
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];
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _sed = _data[3];
var _shf = _data[4];
var _sam = _data[5];
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var _shfAx = _data[6];
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var _col = _data[ 7];
var _clr = _data[ 8];
var _clg = _data[ 9];
var _clb = _data[10];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_grid_noise);
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shader_set_f("dimension", _dim);
shader_set_2("position", _pos);
shader_set_2("scale", _sca);
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shader_set_i("useSampler", is_surface(_sam));
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shader_set_f("shift", _shf);
shader_set_i("shiftAxis", _shfAx);
shader_set_f("seed", _sed);
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shader_set_i("colored", _col);
shader_set_2("colorRanR", _clr);
shader_set_2("colorRanG", _clg);
shader_set_2("colorRanB", _clb);
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if(is_surface(_sam))
draw_surface_stretched_safe(_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);
surface_reset_shader();
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return _outSurf;
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}
}