Pixel-Composer/scripts/node_combine_hsv/node_combine_hsv.gml

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function Node_Combine_HSV(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "HSV Combine";
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inputs[| 0] = nodeValue("Hue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 4] = nodeValue("Array Input", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 5] = nodeValue("HSV Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, [])
.setArrayDepth(1);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [
["Surfaces", true], 4, 0, 1, 2, 3, 5,
]
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attribute_surface_depth();
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static step = function() { #region
var _arr = getInputData(4);
inputs[| 0].setVisible(!_arr, !_arr);
inputs[| 1].setVisible(!_arr, !_arr);
inputs[| 2].setVisible(!_arr, !_arr);
inputs[| 3].setVisible(!_arr, !_arr);
inputs[| 5].setVisible(_arr, _arr);
} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _arr = _data[4];
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var _h = _arr? array_safe_get_fast(_data[5], 0) : _data[0];
var _s = _arr? array_safe_get_fast(_data[5], 1) : _data[1];
var _v = _arr? array_safe_get_fast(_data[5], 2) : _data[2];
var _a = _arr? array_safe_get_fast(_data[5], 3) : _data[3];
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var _baseS = is_surface(_h)? _h : (is_surface(_s)? _s : _v);
if(!is_surface(_baseS)) return _outSurf;
var _ww = surface_get_width_safe(_baseS);
var _hh = surface_get_height_safe(_baseS);
_outSurf = surface_verify(_outSurf, _ww, _hh);
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surface_set_shader(_outSurf, sh_combine_hsv);
shader_set_surface("samH", _h);
shader_set_surface("samS", _s);
shader_set_surface("samV", _v);
shader_set_surface("samA", _a);
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shader_set_i("useH", is_surface(_h));
shader_set_i("useS", is_surface(_s));
shader_set_i("useV", is_surface(_v));
shader_set_i("useA", is_surface(_a));
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _ww, _hh);
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surface_reset_shader();
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return _outSurf;
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} #endregion
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}