Pixel-Composer/scripts/node_average/node_average.gml

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function Node_Average(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Average";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Surface("Mask", self));
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newInput(2, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(3, nodeValue_Bool("Active", self, true));
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active_index = 3;
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newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
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__init_mask_modifier(1); // inputs 5, 6,
input_display_list = [ 3, 4,
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["Surfaces", false], 0, 1, 2, 5, 6,
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]
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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newOutput(1, nodeValue_Output("Color", self, VALUE_TYPE.color, c_black));
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attribute_surface_depth();
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static step = function() {
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__step_mask_modifier();
}
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static processData = function(_outData, _data, _output_index, _array_index) {
var inSurf = _data[0];
var _outSurf = _outData[0];
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if(!is_surface(inSurf)) return [ _outSurf, c_black ];
var lop = ceil(log2(max(surface_get_width_safe(inSurf), surface_get_height_safe(inSurf))));
var side = power(2, lop);
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var cc;
if(side / 2 >= 1) {
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var _Surf = [ surface_create_valid(side, side), surface_create_valid(side, side) ];
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var _ind = 1;
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surface_set_shader(_Surf[0], noone);
draw_surface_stretched_safe(inSurf, 0, 0, side, side);
surface_reset_shader();
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for( var i = 0; i <= lop; i++ ) {
surface_set_shader(_Surf[_ind], sh_average);
shader_set_f("dimension", side);
draw_surface_safe(_Surf[!_ind]);
surface_reset_shader();
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_ind = !_ind;
side /= 2;
}
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cc = surface_get_pixel(_Surf[!_ind], 0, 0);
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surface_free(_Surf[0]);
surface_free(_Surf[1]);
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} else
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cc = surface_get_pixel(inSurf, 0, 0);
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surface_set_target(_outSurf);
draw_clear(cc);
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surface_reset_target();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
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return [ _outSurf, cc ];
}
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}