Pixel-Composer/scripts/node_perlin_smear/node_perlin_smear.gml

50 lines
1.9 KiB
Text
Raw Normal View History

2022-12-22 03:09:55 +01:00
function Node_Perlin_Smear(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
2022-01-13 05:24:03 +01:00
name = "Smear noise";
shader = sh_perlin_smear;
uniform_dim = shader_get_uniform(shader, "u_resolution");
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_ite = shader_get_uniform(shader, "iteration");
uniform_bri = shader_get_uniform(shader, "bright");
2022-11-21 06:38:44 +01:00
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
2022-01-13 05:24:03 +01:00
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
2022-12-27 04:00:50 +01:00
.setDisplay(VALUE_DISPLAY.vector)
2022-12-27 13:30:02 +01:00
.setUnitRef(function(index) { return getDimension(index); });
2022-01-13 05:24:03 +01:00
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 6])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3);
inputs[| 4] = nodeValue(4, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
2022-09-21 06:09:40 +02:00
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
2022-01-13 05:24:03 +01:00
2023-01-01 02:06:02 +01:00
static process_data = function(_outSurf, _data, _output_index, _array_index) {
2022-12-22 03:09:55 +01:00
var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _ite = _data[3];
var _bri = _data[4];
2022-01-13 05:24:03 +01:00
2022-12-27 04:00:50 +01:00
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
2022-01-13 05:24:03 +01:00
surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f_array(uniform_dim, _dim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f_array(uniform_sca, _sca);
shader_set_uniform_f(uniform_bri, _bri);
shader_set_uniform_i(uniform_ite, _ite);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
2022-12-22 03:09:55 +01:00
return _outSurf;
2022-01-13 05:24:03 +01:00
}
}