Pixel-Composer/scripts/node_shadow/node_shadow.gml

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function Node_Shadow(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Shadow";
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shader = sh_outline_only;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_size = shader_get_uniform(shader, "borderSize");
uniform_colr = shader_get_uniform(shader, "borderColor");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
inputs[| 2] = nodeValue(2, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01]);
inputs[| 3] = nodeValue(3, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 4, 4 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 4] = nodeValue(4, "Grow", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
.setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]);
inputs[| 5] = nodeValue(5, "Blur", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
.setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [ 0,
["Shadow", false], 1, 2, 3, 4, 5,
];
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _surf = outputs[| 0].getValue();
if(is_array(_surf)) {
if(array_length(_surf) == 0) return;
_surf = _surf[preview_index];
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}
var ww = surface_get_width(_surf) * _s;
var hh = surface_get_height(_surf) * _s;
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inputs[| 3].drawOverlay(active, _x + ww / 2, _y + hh / 2, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var cl = _data[1];
var _stre = _data[2];
var _shf = _data[3];
var _border = _data[4];
var _size = _data[5];
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var pass1 = surface_create_valid(surface_get_width(_outSurf), surface_get_height(_outSurf));
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surface_set_target(pass1);
draw_clear_alpha(0, 0);
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BLEND_OVER
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shader_set(shader);
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shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_outSurf), surface_get_height(_outSurf) ]);
shader_set_uniform_f(uniform_size, _border);
shader_set_uniform_f_array(uniform_colr, [1., 1., 1., 1.0]);
draw_surface_safe(_data[0], _shf[0], _shf[1]);
shader_reset();
BLEND_NORMAL
surface_reset_target();
pass1 = surface_apply_gaussian(pass1, _size, false, cl);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVER
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draw_surface_ext_safe(pass1, 0, 0, 1, 1, 0, cl, _stre);
BLEND_NORMAL
draw_surface_safe(_data[0], 0, 0);
surface_reset_target();
surface_free(pass1);
return _outSurf;
}
}