Pixel-Composer/scripts/node_normal/node_normal.gml

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function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Normal";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Float("Height", self, 1));
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newInput(2, nodeValue_Float("Smooth", self, 0, "Include diagonal pixel in normal calculation, which leads to smoother output."))
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.setDisplay(VALUE_DISPLAY.slider, { range : [ 0, 4, 0.1] });
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newInput(3, nodeValue_Bool("Active", self, true));
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active_index = 3;
newInput(4, nodeValue_Bool("Normalize", self, true));
newInput(5, nodeValue_Bool("Flip X", self, true));
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input_display_list = [ 3,
["Surfaces", false], 0,
["Normal", false], 1, 2, 5, 4,
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]
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _hei = _data[1];
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var _smt = _data[2];
var _nor = _data[4];
var _swx = _data[5];
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surface_set_shader(_outSurf, sh_normal);
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gpu_set_texfilter(true);
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shader_set_f("dimension", surface_get_dimension(_data[0]), surface_get_height_safe(_data[0]));
shader_set_f("height", _hei);
shader_set_f("smooth", _smt);
shader_set_i("normal", _nor);
shader_set_i("swapx", _swx);
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draw_surface_safe(_data[0]);
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gpu_set_texfilter(false);
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surface_reset_shader();
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return _outSurf;
}
}