Pixel-Composer/scripts/node_skew/node_skew.gml

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function Node_Skew(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Skew";
shader = sh_skew;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_cen = shader_get_uniform(shader, "center");
uniform_axs = shader_get_uniform(shader, "axis");
uniform_amo = shader_get_uniform(shader, "amount");
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uniform_sam = shader_get_uniform(shader, "sampleMode");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, ["x", "y"]);
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inputs[| 2] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [-1, 1, 0.01]);
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inputs[| 3] = nodeValue("Wrap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 4] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] )
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.setDisplay(VALUE_DISPLAY.vector, button(function() { centerAnchor(); })
.setIcon(THEME.anchor)
.setTooltip("Set to center"));
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inputs[| 5] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 6] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 7] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 8;
input_display_list = [ 8,
["Surface", true], 0, 5, 6, 7,
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["Skew", false], 1, 2, 4,
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]
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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static centerAnchor = function() {
if(!is_surface(current_data[0])) return;
var ww = surface_get_width(current_data[0]);
var hh = surface_get_height(current_data[0]);
inputs[| 4].setValue([ww / 2, hh / 2]);
}
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _axis = _data[1];
var _amou = _data[2];
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//var _wrap = _data[3];
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var _cent = _data[4];
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var _samp = _data[5];
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surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE;
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shader_set(shader);
shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0]));
shader_set_uniform_f(uniform_cen, _cent[0], _cent[1]);
shader_set_uniform_i(uniform_axs, _axis);
shader_set_uniform_f(uniform_amo, _amou);
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shader_set_uniform_i(uniform_sam, _samp);
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draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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_outSurf = mask_apply(_data[0], _outSurf, _data[6], _data[7]);
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return _outSurf;
}
}