Pixel-Composer/scripts/node_bevel/node_bevel.gml

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function Node_Bevel(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Bevel";
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shader = sh_bevel;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_shf = shader_get_uniform(shader, "shift");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_hei = shader_get_uniform(shader, "height");
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uniform_slp = shader_get_uniform(shader, "slope");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4);
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inputs[| 2] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ] )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 4] = nodeValue("Slope", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Linear", "Smooth", "Circular" ]);
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inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 7,
["Surface", true], 0, 5, 6,
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["Bevel", false], 4, 1,
["Transform", false], 2, 3,
];
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _hei = _data[1];
var _shf = _data[2];
var _sca = _data[3];
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var _slp = _data[4];
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surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE;
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shader_set(shader);
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shader_set_uniform_f(uniform_hei, _hei);
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shader_set_uniform_f_array_safe(uniform_shf, _shf);
shader_set_uniform_f_array_safe(uniform_sca, _sca);
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shader_set_uniform_i(uniform_slp, _slp);
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shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
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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();
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_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
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return _outSurf;
}
}