Pixel-Composer/scripts/node_noise/node_noise.gml

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function Node_Noise(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Noise";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 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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inputs[| 2] = nodeValue("Color mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "RGB", "HSV" ]);
inputs[| 3] = nodeValue("Color R range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
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inputs[| 4] = nodeValue("Color G range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
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inputs[| 5] = nodeValue("Color B range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
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input_display_list = [
["Output", false], 0,
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["Noise", false], 1,
["Color", false], 2, 3, 4, 5,
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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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static step = function() {
var _col = getInputData(2);
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inputs[| 3].setVisible(_col != 0);
inputs[| 4].setVisible(_col != 0);
inputs[| 5].setVisible(_col != 0);
inputs[| 3].name = _col == 1? "Color R range" : "Color H range";
inputs[| 4].name = _col == 1? "Color G range" : "Color S range";
inputs[| 5].name = _col == 1? "Color B range" : "Color V range";
}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _sed = _data[1];
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var _col = _data[2];
var _clr = _data[3];
var _clg = _data[4];
var _clb = _data[5];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_noise);
shader_set_f("seed", _sed);
shader_set_i("colored", _col);
shader_set_f("colorRanR", _clr);
shader_set_f("colorRanG", _clg);
shader_set_f("colorRanB", _clb);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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surface_reset_shader();
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return _outSurf;
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}
}