Pixel-Composer/scripts/node_threshold/node_threshold.gml

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function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Threshold";
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inputs[0] = nodeValue_Surface("Surface in", self);
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inputs[1] = nodeValue_Bool("Brightness", self, false);
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inputs[2] = nodeValue_Float("Brightness Threshold", self, 0.5)
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.setDisplay(VALUE_DISPLAY.slider)
.setMappable(13);
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inputs[3] = nodeValue_Float("Brightness Smoothness", self, 0)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[4] = nodeValue_Surface("Mask", self);
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inputs[5] = nodeValue_Float("Mix", self, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[6] = nodeValue_Bool("Active", self, true);
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active_index = 6;
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inputs[7] = nodeValue_Bool("Alpha", self, false);
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inputs[8] = nodeValue_Float("Alpha Threshold", self, 0.5)
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.setDisplay(VALUE_DISPLAY.slider)
.setMappable(14);
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inputs[9] = nodeValue_Float("Alpha Smoothness", self, 0)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[10] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) });
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__init_mask_modifier(4); // inputs 11, 12
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[13] = nodeValueMap("Brightness map", self);
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inputs[14] = nodeValueMap("Alpha map", self);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 6, 10,
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["Surfaces", true], 0, 4, 5, 11, 12,
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["Brightness", true, 1], 2, 13, 3,
["Alpha", true, 7], 8, 14, 9,
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];
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attribute_surface_depth();
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static step = function() { #region
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__step_mask_modifier();
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inputs[2].mappableStep();
inputs[8].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
surface_set_shader(_outSurf, sh_threshold);
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shader_set_i("bright", _data[1]);
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shader_set_f_map("brightThreshold", _data[2], _data[13], inputs[2]);
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shader_set_f("brightSmooth", _data[3]);
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shader_set_i("alpha", _data[7]);
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shader_set_f_map("alphaThreshold", _data[8], _data[14], inputs[8]);
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shader_set_f("alphaSmooth", _data[9]);
draw_surface_safe(_data[0]);
surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]);
_outSurf = channel_apply(_data[0], _outSurf, _data[10]);
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return _outSurf;
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} #endregion
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}