Pixel-Composer/scripts/node_zigzag/node_zigzag.gml

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function Node_Zigzag(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Zigzag";
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inputs[| 0] = nodeValue_Dimension(self);
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inputs[| 1] = nodeValue_Int("Amount", self, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] })
.setMappable(6);
inputs[| 2] = nodeValue_Vector("Position", self, [0, 0] )
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 3] = nodeValue_Color("Color 1", self, c_white);
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inputs[| 4] = nodeValue_Color("Color 2", self, c_black);
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inputs[| 5] = nodeValue_Enum_Button("Type", self, 0, [ "Solid", "Smooth", "AA" ]);
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//////////////////////////////////////////////////////////////////////////////////
inputs[| 6] = nodeValueMap("Amount map", self);
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inputs[| 7] = nodeValueMap("Angle map", self);
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//////////////////////////////////////////////////////////////////////////////////
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inputs[| 8] = nodeValue_Rotation("Angle", self, 0)
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.setMappable(7);
outputs[| 0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [
["Output", false], 0,
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["Pattern", false], 1, 6, 2, 8,
["Render", false], 5, 3, 4,
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];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
PROCESSOR_OVERLAY_CHECK
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var pos = current_data[2];
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
var _hov = false;
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var hv = inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
var hv = inputs[| 8].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= hv;
return _hov;
}
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static step = function() { #region
inputs[| 1].mappableStep();
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inputs[| 8].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _pos = _data[2];
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var _col1 = _data[3];
var _col2 = _data[4];
var _bnd = _data[5];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_zigzag);
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shader_set_f("dimension", _dim);
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shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_f_map("amount", _data[1], _data[6], inputs[| 1]);
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shader_set_f_map("angle", _data[8], _data[7], inputs[| 8]);
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shader_set_i("blend", _bnd);
shader_set_color("col1", _col1);
shader_set_color("col2", _col2);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
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return _outSurf;
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}
}