Pixel-Composer/scripts/node_vignette/node_vignette.gml

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function Node_Vignette(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Vignette";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Bool("Active", self, true));
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active_index = 1;
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newInput(2, nodeValue_Float("Exposure", self, 15));
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newInput(3, nodeValue_Float("Strength", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
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newInput(4, nodeValue_Float("Exponent", self, 0.25))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(5, nodeValue_Float("Roundness", self, 0))
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.setDisplay(VALUE_DISPLAY.slider);
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 1,
["Surfaces", false], 0,
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["Vignette", false], 5, 2, 3,
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]
attribute_surface_depth();
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
surface_set_shader(_outSurf, sh_vignette);
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shader_set_f("exposure", _data[2]);
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shader_set_f("strength", _data[3]);
shader_set_f("amplitude", _data[4]);
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shader_set_f("smoothness", _data[5]);
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draw_surface_safe(_data[0]);
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surface_reset_shader();
return _outSurf;
} #endregion
}