Pixel-Composer/scripts/node_erode/node_erode.gml

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function Node_Erode(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Erode";
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shader = sh_erode;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_size = shader_get_uniform(shader, "size");
uniform_bor = shader_get_uniform(shader, "border");
uniform_alp = shader_get_uniform(shader, "alpha");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1);
inputs[| 2] = nodeValue(2, "Preserve border",self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 3] = nodeValue(3, "Use alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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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 wd = _data[1];
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_array(uniform_dim, [surface_get_width(_data[0]), surface_get_height(_data[0])]);
shader_set_uniform_f(uniform_size, wd);
shader_set_uniform_i(uniform_bor, _data[2]? 1 : 0);
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shader_set_uniform_i(uniform_alp, _data[3]? 1 : 0);
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draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}