Pixel-Composer/scripts/draw_surface_blend/draw_surface_blend.gml

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globalvar BLEND_TYPES;
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BLEND_TYPES = [ "Normal", "Add", "Subtract", "Multiply", "Screen", "Contrast", "Overlay", "Hue", "Saturation", "Luminosity", "Maximum", "Minimum" ];
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enum BLEND_MODE {
normal,
add,
subtract,
multiply,
screen,
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contrast,
overlay,
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hue,
sat,
luma,
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maxx,
minn,
}
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function draw_surface_blend(background, foreground, blend, alpha, _pre_alp = true, _mask = 0, tile = 0) {
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if(!is_surface(background)) return;
var sh = sh_blend_normal
switch(blend) {
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case BLEND_MODE.normal : sh = sh_blend_normal break;
case BLEND_MODE.add : sh = sh_blend_add; break;
case BLEND_MODE.subtract : sh = sh_blend_subtract; break;
case BLEND_MODE.multiply : sh = sh_blend_multiply; break;
case BLEND_MODE.screen : sh = sh_blend_screen; break;
case BLEND_MODE.contrast : sh = sh_blend_contrast; break;
case BLEND_MODE.overlay : sh = sh_blend_overlay; break;
case BLEND_MODE.hue : sh = sh_blend_hue; break;
case BLEND_MODE.sat : sh = sh_blend_sat; break;
case BLEND_MODE.luma : sh = sh_blend_luma; break;
case BLEND_MODE.maxx : sh = sh_blend_max; break;
case BLEND_MODE.minn : sh = sh_blend_min; break;
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}
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var uniform_foreground = shader_get_sampler_index(sh, "fore");
var uniform_mask = shader_get_sampler_index(sh, "mask");
var uniform_dim_rat = shader_get_uniform(sh, "dimension");
var uniform_is_mask = shader_get_uniform(sh, "useMask");
var uniform_alpha = shader_get_uniform(sh, "opacity");
var uniform_tile = shader_get_uniform(sh, "tile_type");
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var uniform_presalpha = shader_get_uniform(sh, "preserveAlpha");
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var surf = surface_get_target();
var surf_w = surface_get_width(surf);
var surf_h = surface_get_height(surf);
if(is_surface(foreground)) {
shader_set(sh);
texture_set_stage(uniform_foreground, surface_get_texture(foreground));
if(_mask) texture_set_stage(uniform_mask, surface_get_texture(_mask));
shader_set_uniform_i(uniform_is_mask, _mask != 0? 1 : 0);
shader_set_uniform_f_array(uniform_dim_rat, [ surface_get_width(background) / surface_get_width(foreground), surface_get_height(background) / surface_get_height(foreground) ]);
shader_set_uniform_f(uniform_alpha, alpha);
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shader_set_uniform_i(uniform_presalpha, _pre_alp);
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shader_set_uniform_i(uniform_tile, tile);
}
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BLEND_OVER_ALPHA
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draw_surface_stretched_safe(background, 0, 0, surf_w, surf_h);
BLEND_NORMAL
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shader_reset();
}