Pixel-Composer/scripts/node_bw/node_bw.gml

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function Node_BW(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "BW";
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shader = sh_bw;
uniform_exp = shader_get_uniform(shader, "brightness");
uniform_con = shader_get_uniform(shader, "contrast");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Brightness", 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[| 2] = nodeValue("Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [ -1, 4, 0.01]);
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inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 5;
input_display_list = [ 5,
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["Output", true], 0, 3, 4,
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["BW", false], 1, 2,
]
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 process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _exp = _data[1];
var _con = _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);
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shader_set_uniform_f(uniform_exp, _exp);
shader_set_uniform_f(uniform_con, _con);
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[3], _data[4]);
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return _outSurf;
}
}