Pixel-Composer/scripts/node_zigzag/node_zigzag.gml

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function Node_Zigzag(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Zigzag";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_Int("Amount", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] })
.setMappable(6);
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newInput(2, nodeValue_Vec2("Position", self, [0, 0] ))
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.setUnitRef(function(index) { return getDimension(index); });
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newInput(3, nodeValue_Color("Color 1", self, cola(c_white)));
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newInput(4, nodeValue_Color("Color 2", self, cola(c_black)));
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newInput(5, nodeValue_Enum_Button("Type", self, 0, [ "Solid", "Smooth", "AA" ]));
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//////////////////////////////////////////////////////////////////////////////////
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newInput(6, nodeValueMap("Amount map", self));
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newInput(7, nodeValueMap("Angle map", self));
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//////////////////////////////////////////////////////////////////////////////////
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newInput(8, nodeValue_Rotation("Angle", self, 0))
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.setMappable(7);
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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input_display_list = [
["Output", false], 0,
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["Pattern", false], 1, 6, 2, 8,
["Render", false], 5, 3, 4,
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];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
PROCESSOR_OVERLAY_CHECK
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var pos = current_data[2];
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
var _hov = false;
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var hv = inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
var hv = inputs[8].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
}
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static step = function() { #region
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inputs[1].mappableStep();
inputs[8].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _pos = _data[2];
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var _col1 = _data[3];
var _col2 = _data[4];
var _bnd = _data[5];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_zigzag);
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shader_set_f("dimension", _dim);
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shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_f_map("amount", _data[1], _data[6], inputs[1]);
shader_set_f_map("angle", _data[8], _data[7], inputs[8]);
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shader_set_i("blend", _bnd);
shader_set_color("col1", _col1);
shader_set_color("col2", _col2);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
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return _outSurf;
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}
}