Pixel-Composer/scripts/node_bw/node_bw.gml

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function Node_BW(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "BW";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01] })
.setMappable(9);
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inputs[| 2] = nodeValue("Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 4, 0.01] })
.setMappable(10);
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inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 5;
inputs[| 6] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
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__init_mask_modifier(3); // inputs 7, 8
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////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 9] = nodeValueMap("Brightness map", self);
inputs[| 10] = nodeValueMap("Contrast map", self);
////////////////////////////////////////////////////////////////////////////////////////////////
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input_display_list = [ 5, 6,
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["Surfaces", true], 0, 3, 4, 7, 8,
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["BW", false], 1, 9, 2, 10,
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]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static step = function() { #region
__step_mask_modifier();
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inputs[| 1].mappableStep();
inputs[| 2].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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surface_set_shader(_outSurf, sh_bw);
shader_set_f_map("brightness", _data[1], _data[ 9], inputs[| 1]);
shader_set_f_map("contrast", _data[2], _data[10], inputs[| 2]);
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draw_surface_safe(_data[0], 0, 0);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]);
_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
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return _outSurf;
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} #endregion
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}