Pixel-Composer/scripts/node_outline/node_outline.gml

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function Node_Outline(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Outline";
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shader = sh_outline;
uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_border_start = shader_get_uniform(shader, "borderStart");
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uniform_border_size = shader_get_uniform(shader, "borderSize");
uniform_border_color = shader_get_uniform(shader, "borderColor");
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uniform_blend = shader_get_uniform(shader, "is_blend");
uniform_blend_alpha = shader_get_uniform(shader, "blend_alpha");
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uniform_side = shader_get_uniform(shader, "side");
uniform_aa = shader_get_uniform(shader, "is_aa");
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uniform_out_only = shader_get_uniform(shader, "outline_only");
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uniform_sam = shader_get_uniform(shader, "sampleMode");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0);
inputs[| 2] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 3] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Blend outline color with the original color.");
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inputs[| 4] = nodeValue("Blend alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 5] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
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.setDisplay(VALUE_DISPLAY.enum_button, ["Inside", "Outside"]);
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inputs[| 6] = nodeValue("Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
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inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 8] = nodeValue("Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Shift outline inside, outside the shape.");
inputs[| 9] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 10] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 11] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 11;
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Outline", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 11,
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["Output", true], 0, 9, 10,
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["Outline", false], 1, 5, 8,
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["Render", false], 2, 3, 4, 6,
];
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attribute_surface_depth();
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attribute_oversample();
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var ww = surface_get_width(_data[0]);
var hh = surface_get_height(_data[0]);
var wd = _data[1];
var cl = _data[2];
var blend = _data[3];
var alpha = _data[4];
var side = _data[5];
var aa = _data[6];
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var sam = struct_try_get(attributes, "oversample");
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var bst = _data[8];
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
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shader_set_uniform_f_array_safe(uniform_dim, [ww, hh]);
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shader_set_uniform_f(uniform_border_start, bst);
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shader_set_uniform_f(uniform_border_size, wd);
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shader_set_uniform_f_array_safe(uniform_border_color, [color_get_red(cl) / 255, color_get_green(cl) / 255, color_get_blue(cl) / 255, 1.0]);
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shader_set_uniform_i(uniform_side, side);
shader_set_uniform_i(uniform_aa, aa);
shader_set_uniform_i(uniform_out_only, _output_index);
shader_set_uniform_i(uniform_blend, blend);
shader_set_uniform_f(uniform_blend_alpha, alpha);
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shader_set_uniform_i(uniform_sam, sam);
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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();
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_outSurf = mask_apply(_data[0], _outSurf, _data[9], _data[10]);
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return _outSurf;
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}
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static step = function() {
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var blend = inputs[| 3].getValue();
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inputs[| 4].setVisible(blend);
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}
}