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function Node_VFX_Renderer(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Renderer";
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color = COLORS.node_blend_vfx;
icon = THEME.vfx;
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use_cache = CACHE_USE.auto;
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inputs[| 0] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Round position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Round position to the closest integer value to avoid jittering.")
.rejectArray();
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inputs[| 2] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Normal", "Alpha", "Additive" ])
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.rejectArray();
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setIsDynamicInput(1);
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attribute_surface_depth();
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attribute_interpolation();
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static createNewInput = function() {
var index = ds_list_size(inputs);
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inputs[| index] = nodeValue("Particles", self, JUNCTION_CONNECT.input, VALUE_TYPE.particle, noone )
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.setVisible(true, true);
}
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if(!LOADING && !APPENDING) createNewInput();
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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insp2UpdateTooltip = "Clear cache";
insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ];
static onInspector2Update = function() { clearCache(); }
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static refreshDynamicInput = function() { #region
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var _l = ds_list_create();
for( var i = 0; i < ds_list_size(inputs); i++ ) {
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if(i < input_fix_len || inputs[| i].value_from)
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ds_list_add(_l, inputs[| i]);
else
delete inputs[| i];
}
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for( var i = 0; i < ds_list_size(_l); i++ )
_l[| i].index = i;
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ds_list_destroy(inputs);
inputs = _l;
createNewInput();
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} #endregion
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static onValueFromUpdate = function(index) { #region
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if(index < input_fix_len) return;
if(LOADING || APPENDING) return;
refreshDynamicInput();
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} #endregion
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static step = function() { #region
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var _dim = getInputData(0);
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var _outSurf = outputs[| 0].getValue();
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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outputs[| 0].setValue(_outSurf);
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if(previewing && is_instanceof(group, Node_VFX_Group))
group.preview_node = self;
} #endregion
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static update = function(_time = CURRENT_FRAME) { #region
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if(!PROJECT.animator.is_playing) {
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recoverCache();
return;
}
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var _dim = inputs[| 0].getValue(_time);
var _exact = inputs[| 1].getValue(_time);
var _blend = inputs[| 2].getValue(_time);
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var _outSurf = outputs[| 0].getValue();
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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outputs[| 0].setValue(_outSurf);
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surface_set_shader(_outSurf);
shader_set_interpolation(_outSurf);
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if(_blend == PARTICLE_BLEND_MODE.normal)
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BLEND_NORMAL;
else if(_blend == PARTICLE_BLEND_MODE.alpha)
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BLEND_ALPHA;
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else if(_blend == PARTICLE_BLEND_MODE.additive)
BLEND_ADD;
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var surf_w = surface_get_width_safe(_outSurf);
var surf_h = surface_get_height_safe(_outSurf);
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for( var i = input_fix_len; i < ds_list_size(inputs) - 1; i++ ) {
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var parts = inputs[| i].getValue(_time);
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if(!is_array(parts) || array_length(parts) == 0) continue;
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if(!is_array(parts[0])) parts = [ parts ];
for(var j = 0; j < array_length(parts); j++)
for(var k = 0; k < array_length(parts[j]); k++) {
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if(!parts[j][k].active) continue;
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parts[j][k].draw(_exact, surf_w, surf_h);
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}
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}
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BLEND_NORMAL;
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surface_reset_shader();
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cacheCurrentFrame(_outSurf);
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} #endregion
getPreviewingNode = VFX_PREVIEW_NODE;
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}