Pixel-Composer/scripts/node_skew/node_skew.gml

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function Node_Skew(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Skew";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, ["x", "y"]);
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inputs[| 2] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
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inputs[| 3] = nodeValue("Wrap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 4] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] )
.setDisplay(VALUE_DISPLAY.vector, { side_button : button(function() { centerAnchor(); })
.setIcon(THEME.anchor)
.setTooltip(__txt("Set to center")) });
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inputs[| 5] = 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[| 6] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 7] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 8;
inputs[| 9] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
input_display_list = [ 8, 9,
["Surfaces", true], 0, 6, 7,
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["Skew", false], 1, 2, 4,
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]
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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attribute_oversample();
attribute_interpolation();
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static centerAnchor = function() {
if(!is_surface(current_data[0])) return;
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var ww = surface_get_width_safe(current_data[0]);
var hh = surface_get_height_safe(current_data[0]);
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inputs[| 4].setValue([ww / 2, hh / 2]);
}
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _axis = _data[1];
var _amou = _data[2];
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var _wrap = _data[3];
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var _cent = _data[4];
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var _samp = struct_try_get(attributes, "oversample");
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surface_set_shader(_outSurf, sh_skew);
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shader_set_interpolation(_data[0]);
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shader_set_dim("dimension", _data[0]);
shader_set_f("center", _cent);
shader_set_i("axis", _axis);
shader_set_f("amount", _amou);
shader_set_i("sampleMode", _samp);
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draw_surface_safe(_data[0], 0, 0);
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surface_reset_shader();
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_outSurf = mask_apply(_data[0], _outSurf, _data[6], _data[7]);
_outSurf = channel_apply(_data[0], _outSurf, _data[9]);
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return _outSurf;
}
}