Pixel-Composer/scripts/node_glow/node_glow.gml

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function Node_Glow(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Glow";
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shader = sh_outline_only;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_size = shader_get_uniform(shader, "borderSize");
uniform_colr = shader_get_uniform(shader, "borderColor");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Border", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [0, 4, 1]);
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inputs[| 2] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
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.setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]);
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inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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inputs[| 4] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
input_display_list = [ 7,
["Surface", true], 0, 5, 6,
["Glow", false], 1, 2, 3, 4,
]
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
surface_blur_init();
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _border = _data[1];
var _size = _data[2];
var _stre = _data[3];
var cl = _data[4];
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var pass1 = surface_create_valid(surface_get_width(_outSurf), surface_get_height(_outSurf));
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surface_set_target(pass1);
draw_clear_alpha(c_black, 1);
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shader_set(shader);
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shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_outSurf), surface_get_height(_outSurf) ]);
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shader_set_uniform_f(uniform_size, _size + _border);
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shader_set_uniform_f_array_safe(uniform_colr, [ 1., 1., 1., 1. ]);
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if(is_surface(_data[0])) draw_surface_safe(_data[0], 0, 0);
shader_reset();
surface_reset_target();
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE;
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shader_set(sh_lum2alpha);
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shader_set_uniform_f_array_safe(shader_get_uniform(sh_lum2alpha, "color"), colToVec4(cl));
draw_surface_ext_safe(surface_apply_gaussian(pass1, _size, false, c_black, 0), 0, 0, 1, 1, 0, c_white, _stre);
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shader_reset();
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BLEND_NORMAL;
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draw_surface_safe(_data[0], 0, 0);
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surface_reset_target();
surface_free(pass1);
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_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
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return _outSurf;
}
}