Pixel-Composer/scripts/node_threshold/node_threshold.gml

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function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Threshold";
shader = sh_threshold;
uniform_mde = shader_get_uniform(shader, "mode");
uniform_thr = shader_get_uniform(shader, "thr");
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uniform_smt = shader_get_uniform(shader, "smooth");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Brightness", "Alpha" ]);
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inputs[| 2] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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inputs[| 3] = nodeValue("Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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inputs[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 6;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 6,
["Surface", true], 0, 4, 5,
["Threshold", false], 1, 2, 3,
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];
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attribute_surface_depth();
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _mode = _data[1];
var _thr = _data[2];
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var _smt = _data[3];
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
shader_set_uniform_i(uniform_mde, _mode);
shader_set_uniform_f(uniform_thr, _thr);
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shader_set_uniform_f(uniform_smt, _smt);
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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[4], _data[5]);
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return _outSurf;
}
}