Pixel-Composer/scripts/node_dilate/node_dilate.gml

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function Node_Dilate(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Dilate";
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shader = sh_dilate;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_cen = shader_get_uniform(shader, "center");
uniform_str = shader_get_uniform(shader, "strength");
uniform_rad = shader_get_uniform(shader, "radius");
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uniform_sam = shader_get_uniform(shader, "sampleMode");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [-3, 3, 0.01]);
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inputs[| 3] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16);
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inputs[| 4] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 7,
["Surface", true], 0, 4, 5, 6,
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["Dilate", false], 1, 2, 3,
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];
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attribute_surface_depth();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var pos = inputs[| 1].getValue();
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
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inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
inputs[| 3].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny, 0, 1, THEME.anchor_scale_hori);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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var center = _data[1];
var stren = _data[2];
var rad = _data[3];
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var sam = _data[4];
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shader_set(shader);
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shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
shader_set_uniform_f_array_safe(uniform_cen, center);
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shader_set_uniform_f(uniform_str, stren);
shader_set_uniform_f(uniform_rad, rad);
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shader_set_uniform_i(uniform_sam, sam);
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draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
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return _outSurf;
}
}