Pixel-Composer/scripts/node_bw/node_bw.gml

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function Node_BW(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "BW";
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shader = sh_bw;
uniform_exp = shader_get_uniform(shader, "brightness");
uniform_con = shader_get_uniform(shader, "contrast");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [ -1, 1, 0.01]);
inputs[| 2] = nodeValue(2, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [ -1, 4, 0.01]);
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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 _exp = _data[1];
var _con = _data[2];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE
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shader_set(shader);
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shader_set_uniform_f(uniform_exp, _exp);
shader_set_uniform_f(uniform_con, _con);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}