Pixel-Composer/scripts/node_edge_detect/node_edge_detect.gml

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function Node_Edge_Detect(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Edge Detect";
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shader = sh_edge_detect;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_filter = shader_get_uniform(shader, "filter");
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uniform_sam = shader_get_uniform(shader, "sampleMode");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Algorithm", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, ["Sobel", "Prewitt", "Laplacian", "Neighbor max diff"] );
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inputs[| 2] = 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[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 5;
inputs[| 6] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
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__init_mask_modifier(3); // inputs 7, 8
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 5, 6,
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["Surfaces", true], 0, 3, 4, 7, 8,
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["Edge detect", false], 1,
];
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attribute_surface_depth();
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attribute_oversample();
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static step = function() { #region
__step_mask_modifier();
} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
var ft = _data[1];
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var ov = struct_try_get(attributes, "oversample");
surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
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shader_set_uniform_f_array_safe(uniform_dim, [surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0])]);
shader_set_uniform_i(uniform_filter, ft);
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shader_set_uniform_i(uniform_sam, ov);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
surface_reset_target();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]);
_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
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return _outSurf;
}
}