Pixel-Composer/scripts/node_threshold/node_threshold.gml

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function Node_Threshold(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Threshold";
shader = sh_threshold;
uniform_mde = shader_get_uniform(shader, "mode");
uniform_thr = shader_get_uniform(shader, "thr");
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uniform_smt = shader_get_uniform(shader, "smooth");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Brightness", "Alpha" ]);
inputs[| 2] = nodeValue(2, "Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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inputs[| 3] = nodeValue(3, "Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
input_display_list = [ 0,
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["Threshold", false], 1, 2, 3
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];
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _mode = _data[1];
var _thr = _data[2];
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var _smt = _data[3];
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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_i(uniform_mde, _mode);
shader_set_uniform_f(uniform_thr, _thr);
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shader_set_uniform_f(uniform_smt, _smt);
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draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}