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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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4);
inputs[| 2] = nodeValue(2, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 0 ] )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 1, 1 ] )
.setDisplay(VALUE_DISPLAY.vector);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static process_data = function(_outSurf, _data, _output_index) {
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var _hei = _data[1];
var _shf = _data[2];
var _sca = _data[3];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVER
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shader_set(shader);
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shader_set_uniform_f(uniform_hei, _hei);
shader_set_uniform_f_array(uniform_shf, _shf);
shader_set_uniform_f_array(uniform_sca, _sca);
shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}