Pixel-Composer/scripts/shader_functions/shader_functions.gml

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function shader_set_i(uniform, value) {
var shader = shader_current();
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if(is_array(value)) {
shader_set_i_array(shader, uniform, value);
return;
}
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if(argument_count > 2) {
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var array = [];
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for( var i = 1; i < argument_count; i++ )
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array_push(array, argument[i]);
shader_set_i_array(shader, uniform, array)
return;
}
shader_set_uniform_i(shader_get_uniform(shader, uniform), value);
}
function shader_set_i_array(shader, uniform, array) {
shader_set_uniform_i_array(shader_get_uniform(shader, uniform), array);
}
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function shader_set_f(uniform, value) {
var shader = shader_current();
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if(is_array(value)) {
shader_set_f_array(shader, uniform, value);
return;
}
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if(argument_count > 2) {
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var array = [];
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for( var i = 1; i < argument_count; i++ )
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array_push(array, argument[i]);
shader_set_f_array(shader, uniform, array)
return;
}
shader_set_uniform_f(shader_get_uniform(shader, uniform), value);
}
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function shader_set_f_array(shader, uniform, array, max_length = 128) {
shader_set_uniform_f_array_safe(shader_get_uniform(shader, uniform), array, max_length);
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}
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function shader_set_uniform_f_array_safe(uniform, array, max_length = 128) {
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if(!is_array(array)) return;
if(array_length(array) == 0) return;
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if(array_length(array) > max_length)
array_resize(array, max_length)
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shader_set_uniform_f_array(uniform, array);
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}
function shader_set_surface(sampler, surface, linear = false, _repeat = false) {
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var shader = shader_current();
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if(is_struct(shader) && is_instanceof(shader, dynaSurf))
shader = shader.surfaces[0];
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if(!is_surface(surface)) return;
var t = shader_get_sampler_index(shader, sampler);
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texture_set_stage(t, surface_get_texture(surface));
gpu_set_tex_filter_ext(t, linear);
gpu_set_tex_repeat_ext(t, _repeat);
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}
//function shader_set_surface_ext(sampler, surface, linear = false, _repeat = false) {
// var shader = shader_current();
// if(!is_surface(surface)) return;
// if (!GMD3D11_IS_SUPPORTED) {
// shader_set_surface(sampler, surface, linear, _repeat);
// return;
// }
// var t = shader_get_sampler_index(shader, sampler);
// gpu_set_tex_filter_ext(t, linear);
// gpu_set_tex_repeat_ext(t, _repeat);
// d3d11_texture_set_stage_ps(t, surface_get_texture(surface));
//}
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function shader_set_surface_dimension(uniform, surface) {
var shader = shader_current();
if(!is_surface(surface)) return;
var texture = surface_get_texture(surface);
var tw = texture_get_texel_width(texture);
var th = texture_get_texel_height(texture);
tw = 2048;
th = 2048;
shader_set_uniform_f(shader_get_uniform(shader, uniform), tw, th);
}
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function shader_set_dim(uniform = "dimension", surf = noone) {
if(!is_surface(surf)) return;
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shader_set_f(uniform, surface_get_width_safe(surf), surface_get_height_safe(surf));
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}
function shader_set_color(uniform, col, alpha = 1) {
shader_set_f(uniform, colToVec4(col, alpha));
}
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function shader_set_palette(pal, pal_uni = "palette", amo_uni = "paletteAmount", max_length = 128) {
shader_set_i(amo_uni, min(max_length, array_length(pal)));
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var _pal = [];
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for( var i = 0, n = min(max_length, array_length(pal)); i < n; i++ )
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array_append(_pal, colToVec4(pal[i]));
if(array_length(_pal))
shader_set_f(pal_uni, _pal);
}
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#region prebuild
enum BLEND {
normal,
add,
over,
alpha,
alphamulp,
}
function shader_set_interpolation(surface) {
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var intp = attributes.interpolation;
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gpu_set_tex_filter(intp);
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shader_set_i("interpolation", intp);
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shader_set_f("sampleDimension", surface_get_width_safe(surface), surface_get_height_safe(surface));
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shader_set_i("sampleMode", struct_try_get(attributes, "oversample"));
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}
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function surface_set_shader(surface, shader = sh_sample, clear = true, blend = BLEND.alpha) {
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if(!is_surface(surface)) {
__surface_set = false;
return;
}
__surface_set = true;
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surface_set_target(surface);
if(clear) DRAW_CLEAR;
switch(blend) {
case BLEND.add : BLEND_ADD; break;
case BLEND.over: BLEND_OVERRIDE; break;
case BLEND.alpha: BLEND_ALPHA; break;
case BLEND.alphamulp: BLEND_ALPHA_MULP; break;
}
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if(shader == noone)
__shader_set = false;
else {
__shader_set = true;
shader_set(shader);
}
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}
function surface_reset_shader() {
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if(!__surface_set) return;
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gpu_set_tex_filter(false);
BLEND_NORMAL;
surface_reset_target();
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if(__shader_set)
shader_reset();
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}
#endregion