Pixel-Composer/scripts/node_channels_hsv/node_channels_hsv.gml

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function Node_HSV_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "HSV Extract";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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outputs[| 0] = nodeValue("Hue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static processData = function(_outSurf, _data, output_index) { #region
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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switch(output_index) {
case 0 : shader_set(sh_channel_H); break;
case 1 : shader_set(sh_channel_S); break;
case 2 : shader_set(sh_channel_V); break;
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case 3 : shader_set(sh_channel_A); break;
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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();
return _outSurf;
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} #endregion
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}