Pixel-Composer/scripts/node_combine_hsv/node_combine_hsv.gml

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function Node_Combine_HSV(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "HSV Combine";
shader = sh_combine_hsv;
uniform_h = shader_get_sampler_index(shader, "samH");
uniform_s = shader_get_sampler_index(shader, "samS");
uniform_v = shader_get_sampler_index(shader, "samV");
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inputs[| 0] = nodeValue("Hue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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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 processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _h = _data[0];
var _s = _data[1];
var _v = _data[2];
surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
texture_set_stage(uniform_h, surface_get_texture(_h));
texture_set_stage(uniform_s, surface_get_texture(_s));
texture_set_stage(uniform_v, surface_get_texture(_v));
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, surface_get_width_safe(_outSurf), surface_get_width_safe(_outSurf), 0, c_white, 1);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
return _outSurf;
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} #endregion
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}