Pixel-Composer/scripts/node_convolution/node_convolution.gml

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function Node_Convolution(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Convolution";
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shader = sh_convolution;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_ker = shader_get_uniform(shader, "kernel");
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uniform_sam = shader_get_uniform(shader, "sampleMode");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Kernel", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, array_create(9))
.setDisplay(VALUE_DISPLAY.kernel);
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inputs[| 2] = nodeValue(2, "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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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [
["Surface", false], 0, 2,
["Kernel", false], 1,
];
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _ker = _data[1];
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var _sam = _data[2];
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surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE
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shader_set(shader);
shader_set_uniform_f(uniform_dim, surface_get_width(_outSurf), surface_get_height(_outSurf));
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shader_set_uniform_f_array(uniform_ker, _ker);
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shader_set_uniform_i(uniform_sam, _sam);
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draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}