Pixel-Composer/scripts/node_noise_hex/node_noise_hex.gml

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function Node_Noise_Hex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Hexagonal Noise";
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shader = sh_noise_grid_hex;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_sed = shader_get_uniform(shader, "seed");
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uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
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uniform_ang = shader_get_uniform(shader, "angle");
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uniform_sam = shader_get_uniform(shader, "useSampler");
uniform_samTyp = shader_get_uniform(shader, "sampleMode");
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_Float("Seed", self, seed_random(6)))
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.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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newInput(2, nodeValue_Vec2("Position", self, [ 0, 0] ));
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newInput(3, nodeValue_Vec2("Scale", self, [ 8, 8 ] ));
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newInput(4, nodeValue_Surface("Texture sample", self));
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newInput(5, nodeValue_Enum_Scroll("Oversample mode", self, 2, [ "Empty", "Clamp", "Repeat" ]));
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input_display_list = [
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["Output", false], 0,
["Noise", false], 1, 2, 3,
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["Texture", false], 4
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];
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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attribute_oversample();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
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var _sed = _data[1];
var _pos = _data[2];
var _sca = _data[3];
var _sam = _data[4];
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var _samTyp = struct_try_get(attributes, "oversample");
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_target(_outSurf);
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DRAW_CLEAR
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shader_set(shader);
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shader_set_uniform_f_array_safe(uniform_dim, [_dim[0], _dim[1]]);
shader_set_uniform_f(uniform_sed, _sed);
shader_set_uniform_f_array_safe(uniform_pos, _pos);
shader_set_uniform_f_array_safe(uniform_sca, _sca);
shader_set_uniform_i(uniform_sam, is_surface(_sam));
shader_set_uniform_i(uniform_samTyp, _samTyp);
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if(is_surface(_sam))
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draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]);
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else
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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shader_reset();
surface_reset_target();
return _outSurf;
}
}