Pixel-Composer/scripts/node_normal/node_normal.gml

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function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Normal";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
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inputs[| 2] = nodeValue("Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0, "Include diagonal pixel in normal calculation, which leads to smoother output.")
.setDisplay(VALUE_DISPLAY.slider, { range : [ 0, 4, 0.1] });
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inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
input_display_list = [ 3,
["Surfaces", false], 0,
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["Normal", false], 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 processData = function(_outSurf, _data, _output_index, _array_index) {
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var _hei = _data[1];
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var _smt = _data[2];
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surface_set_shader(_outSurf, sh_normal);
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gpu_set_texfilter(true);
shader_set_f("dimension", surface_get_dimension(_data[0]), surface_get_height_safe(_data[0]));
shader_set_f("height", _hei);
shader_set_f("smooth", _smt);
draw_surface_safe(_data[0]);
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gpu_set_texfilter(false);
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surface_reset_shader();
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return _outSurf;
}
}