Pixel-Composer/scripts/node_gradient/node_gradient.gml

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function Node_create_Gradient(_x, _y) {
var node = new Node_Gradient(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Gradient(_x, _y) : Node(_x, _y) constructor {
name = "Gradient";
uniform_grad_blend = shader_get_uniform(sh_gradient, "gradient_blend");
uniform_grad = shader_get_uniform(sh_gradient, "gradient_color");
uniform_grad_time = shader_get_uniform(sh_gradient, "gradient_time");
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uniform_grad_key = shader_get_uniform(sh_gradient, "gradient_keys");
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uniform_grad_loop = shader_get_uniform(sh_gradient, "gradient_loop");
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uniform_type = shader_get_uniform(sh_gradient, "type");
uniform_center = shader_get_uniform(sh_gradient, "center");
uniform_angle = shader_get_uniform(sh_gradient, "angle");
uniform_radius = shader_get_uniform(sh_gradient, "radius");
uniform_radius_shf = shader_get_uniform(sh_gradient, "shift");
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white)
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.setDisplay(VALUE_DISPLAY.gradient);
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inputs[| 2] = nodeValue(2, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Linear", "Circular", "Radial" ]);
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inputs[| 3] = nodeValue(3, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 4] = nodeValue(4, "Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5);
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inputs[| 5] = nodeValue(5, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [-2, 2, 0.01]);
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inputs[| 6] = nodeValue(6, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [def_surf_size / 2, def_surf_size / 2])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 7] = nodeValue(7, "Loop", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 8] = nodeValue(8, "Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [
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["Output", true], 0, 8,
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["Gradient", false], 1, 5, 7,
["Shape", false], 2, 3, 4, 6
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];
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
inputs[| 6].drawOverlay(_active, _x, _y, _s, _mx, _my);
}
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static update = function() {
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var _dim = inputs[| 0].getValue();
var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
outputs[| 0].setValue(_outSurf);
} else
surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
var _gra = inputs[| 1].getValue();
var _gra_data = inputs[| 1].getExtraData();
var _typ = inputs[| 2].getValue();
var _ang = inputs[| 3].getValue();
var _rad = inputs[| 4].getValue();
var _shf = inputs[| 5].getValue();
var _cnt = inputs[| 6].getValue();
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var _lop = inputs[| 7].getValue();
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var _msk = inputs[| 8].getValue();
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var _grad_color = [];
var _grad_time = [];
for(var i = 0; i < ds_list_size(_gra); i++) {
_grad_color[i * 4 + 0] = color_get_red(_gra[| i].value) / 255;
_grad_color[i * 4 + 1] = color_get_green(_gra[| i].value) / 255;
_grad_color[i * 4 + 2] = color_get_blue(_gra[| i].value) / 255;
_grad_color[i * 4 + 3] = 1;
_grad_time[i] = _gra[| i].time;
}
if(_typ == 0 || _typ == 2) {
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inputs[| 3].setVisible(true);
inputs[| 4].setVisible(false);
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} else if(_typ == 1) {
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inputs[| 3].setVisible(false);
inputs[| 4].setVisible(true);
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}
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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shader_set(sh_gradient);
shader_set_uniform_i(uniform_grad_blend, ds_list_get(_gra_data, 0));
shader_set_uniform_f_array(uniform_grad, _grad_color);
shader_set_uniform_f_array(uniform_grad_time, _grad_time);
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shader_set_uniform_i(uniform_grad_key, ds_list_size(_gra));
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shader_set_uniform_i(uniform_grad_loop, _lop);
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shader_set_uniform_f_array(uniform_center, [_cnt[0] / _dim[0], _cnt[1] / _dim[1]]);
shader_set_uniform_i(uniform_type, _typ);
shader_set_uniform_f(uniform_angle, degtorad(_ang));
shader_set_uniform_f(uniform_radius, _rad * sqrt(2));
shader_set_uniform_f(uniform_radius_shf, _shf);
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BLEND_ADD
if(is_surface(_msk))
draw_surface_stretched_ext(_msk, 0, 0, _dim[0], _dim[1], c_white, 1);
else
draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], c_white, 1);
BLEND_NORMAL
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shader_reset();
surface_reset_target();
}
doUpdate();
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}