Pixel-Composer/scripts/node_invert/node_invert.gml

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function Node_Invert(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Invert";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
input_display_list = [ 3,
["Surface", true], 0, 1, 2,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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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(sh_invert);
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[1], _data[2]);
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return _outSurf;
}
}