Pixel-Composer/scripts/node_ambient_occlusion/node_ambient_occlusion.gml

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function Node_Ambient_Occlusion(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Ambient Occlusion";
newInput(0, nodeValue_Surface("Height Map", self));
newInput(1, nodeValue_Float("Intensity", self, 4))
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 8, 0.1 ] });
newInput(2, nodeValue_Bool("Active", self, true));
active_index = 2;
newInput(3, nodeValue_Float("Height", self, 8));
newInput(4, nodeValue_Bool("Pixel Sweep", self, true));
input_display_list = [ 2, 0,
["Effect", false], 3, 1, 4,
];
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _map = _data[0];
var _int = _data[1];
var _hei = _data[3];
var _pxs = _data[4];
var _dim = surface_get_dimension(_map);
surface_set_shader(_outSurf, sh_sao);
shader_set_f("dimension", _dim);
shader_set_f("intensity", _int);
shader_set_f("height", _hei);
shader_set_i("pixel", _pxs);
draw_surface_safe(_map);
surface_reset_shader();
return _outSurf;
}
}