Pixel-Composer/scripts/node_perlin/node_perlin.gml

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function Node_Perlin(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Perlin";
shader = sh_perlin_tiled;
uniform_dim = shader_get_uniform(shader, "u_resolution");
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_ite = shader_get_uniform(shader, "iteration");
uniform_bri = shader_get_uniform(shader, "bright");
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uniform_sed = shader_get_uniform(shader, "seed");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 5, 5 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2);
inputs[| 4] = nodeValue(4, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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inputs[| 5] = nodeValue(5, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999));
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input_display_list = [
["Surface", false], 0, 5,
["Noise", false], 1, 2, 3, 4
];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _ite = _data[3];
var _bri = _data[4];
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var _sed = _data[5];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f_array(uniform_dim, _dim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f_array(uniform_sca, _sca);
shader_set_uniform_f(uniform_bri, _bri);
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shader_set_uniform_f(uniform_sed, _sed);
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shader_set_uniform_i(uniform_ite, _ite);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
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return _outSurf;
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}
}