Pixel-Composer/scripts/node_line/node_line.gml

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function Node_Line(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Line";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 2] = nodeValue("Segment", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
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.setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]);
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inputs[| 3] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 2 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 4] = nodeValue("Wiggle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [0, 16, 0.01]);
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inputs[| 5] = nodeValue("Random seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
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inputs[| 6] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 7] = nodeValue("Path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone, "Draw line along path.")
.setVisible(true, true)
.setArrayDepth(1);
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inputs[| 8] = nodeValue("Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1], "Range of the path to draw.")
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.setDisplay(VALUE_DISPLAY.slider_range, [0, 1, 0.01]);
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inputs[| 9] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY._default, 1 / 64);
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inputs[| 10] = nodeValue("Color over length", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, new gradientObject(c_white) )
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.setDisplay(VALUE_DISPLAY.gradient);
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inputs[| 11] = nodeValue("Width over length", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11);
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inputs[| 12] = nodeValue("Span width over path", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Apply the full 'width over length' to the trimmed path.");
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inputs[| 13] = nodeValue("Round cap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 14] = nodeValue("Round segment", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4)
.setDisplay(VALUE_DISPLAY.slider, [2, 16, 1]);
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inputs[| 15] = nodeValue("Span color over path", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Apply the full 'color over length' to the trimmed path.");
inputs[| 16] = nodeValue("Greyscale over width", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 17] = nodeValue("1px mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Render pixel perfect 1px line.");
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inputs[| 18] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 19] = nodeValue("Fix length", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Fix length of each segment instead of segment count.");
inputs[| 20] = nodeValue("Segment length", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4);
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inputs[| 21] = nodeValue("Texture position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 22] = nodeValue("Texture rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 23] = nodeValue("Texture scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
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input_display_list = [
["Output", true], 0, 1,
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["Line data", false], 6, 7, 19, 2, 20,
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["Line settings", false], 17, 3, 11, 12, 8, 9, 13, 14,
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["Wiggle", false], 4, 5,
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["Render", false], 10, 15, 16,
["Texture", false], 18, 21, 22, 23,
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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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lines = [];
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attribute_surface_depth();
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attribute_interpolation();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
draw_set_color(COLORS._main_accent);
for( var i = 0; i < array_length(lines); i++ ) {
var points = lines[i];
if(array_length(points) < 2) continue;
for( var j = 1; j < array_length(points); j++ ) {
var x0 = points[j - 1][0];
var y0 = points[j - 1][1];
var x1 = points[j][0];
var y1 = points[j][1];
x0 = _x + x0 * _s;
y0 = _y + y0 * _s;
x1 = _x + x1 * _s;
y1 = _y + y1 * _s;
draw_line(x0, y0, x1, y1);
}
}
}
static step = function() {
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var px = !inputs[| 17].getValue();
var _tex = inputs[| 18].value_from != noone;
var _flen = inputs[| 19].getValue();
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inputs[| 3].setVisible(px);
inputs[| 11].setVisible(px);
inputs[| 12].setVisible(px);
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inputs[| 13].setVisible(px && !_tex);
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inputs[| 14].setVisible(px);
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inputs[| 18].setVisible(px);
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inputs[| 15].setVisible(!_tex);
inputs[| 16].setVisible(!_tex);
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inputs[| 2].setVisible(!_flen);
inputs[| 20].setVisible( _flen);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _bg = _data[1];
var _seg = _data[2];
var _wid = _data[3];
var _wig = _data[4];
var _sed = _data[5];
var _ang = _data[6] % 360;
var _pat = _data[7];
var _ratio = _data[8];
var _shift = _data[9];
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var _color = _data[10];
var _widc = _data[11];
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var _widap = _data[12];
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var _cap = _data[13];
var _capP = _data[14];
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var _colP = _data[15];
var _colW = _data[16];
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var _1px = _data[17];
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var _fixL = _data[19];
var _segL = _data[20];
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var _tex = _data[18];
var _texPos = _data[21];
var _texRot = _data[22];
var _texSca = _data[23];
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inputs[| 14].setVisible(_cap);
var _rangeMin = min(_ratio[0], _ratio[1]);
var _rangeMax = max(_ratio[0], _ratio[1]);
if(_rangeMax == 1) _rangeMax = 0.99999;
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var _rtStr = min(_rangeMin, _rangeMax);
var _rtMax = max(_rangeMin, _rangeMax);
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var _use_path = _pat != noone;
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var _useTex = inputs[| 18].value_from != noone;
if(_useTex) {
_cap = false;
_1px = false;
}
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if(_ang < 0) _ang = 360 + _ang;
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inputs[| 6].setVisible(!_use_path);
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random_set_seed(_sed);
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var _sedIndex = 0;
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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var _ox, _nx, _nx1, _oy, _ny, _ny1;
var _ow, _nw, _oa, _na, _oc, _nc;
lines = [];
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if(_use_path) {
var lineLen = 1;
if(struct_has(_pat, "getLineCount"))
lineLen = _pat.getLineCount();
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if(_rtMax > 0)
for( var i = 0; i < lineLen; i++ ) {
var _useDistance = _fixL && struct_has(_pat, "getLength");
var _pathLength = _useDistance? _pat.getLength(i) : 1;
if(_pathLength == 0) continue;
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var _segLength = struct_has(_pat, "getAccuLength")? _pat.getAccuLength(i) : [];
var _segIndex = 0;
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var _pathStr = _rtStr;
var _pathEnd = _rtMax;
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var _stepLen = min(_pathEnd, 1 / _seg); //Distance to move per step
if(_stepLen <= 0.00001) continue;
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var _total = _pathEnd; //Length remaining
var _total_prev = _total; //Use to prevent infinite loop
var _freeze = 0; //Use to prevent infinite loop
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var _prog_curr = frac(_shift); //Pointer to the current position
var _prog_next = 0;
var _prog = _prog_curr + 1; //Record previous position to delete from _total
var _prog_total = 0; //Record how far the pointer have moved so far
var points = [];
var p;
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if(_useDistance) {
_pathStr *= _pathLength;
_pathEnd *= _pathLength;
_stepLen = min(_segL, _pathEnd); //TODO: Change this to node input
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_total *= _pathLength;
_total_prev = _total;
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_prog_curr *= _pathLength;
}
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while(_total >= 0) {
if(_useDistance) {
var segmentLength = array_safe_get(_segLength, _segIndex, 99999);
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_prog_next = _prog_curr % _pathLength; //Wrap overflow path
_prog_next = min(_prog_curr + _stepLen, _pathLength, segmentLength);
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if(_prog_next == segmentLength)
_segIndex = (_segIndex + 1) % array_length(_segLength);
} else {
if(_prog_curr >= 1) //Wrap overflow path
_prog_next = frac(_prog_curr);
else
_prog_next = min(_prog_curr + _stepLen, 1); //Move forward _stepLen or _total (if less) stop at 1
}
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if(_useDistance)
p = _pat.getPointDistance(_prog_curr, i);
else if(!_useDistance)
p = _pat.getPointRatio(_prog_curr, i);
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_nx = p.x;
_ny = p.y;
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if(_total < _pathEnd) { //Do not wiggle the last point.
var _d = point_direction(_ox, _oy, _nx, _ny);
_nx += lengthdir_x(random1D(_sed + _sedIndex, -_wig, _wig), _d + 90); _sedIndex++;
_ny += lengthdir_y(random1D(_sed + _sedIndex, -_wig, _wig), _d + 90); _sedIndex++;
}
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if(_prog_total >= _pathStr) { //Do not add point before range start. Do this instead of starting at _rtStr to prevent wiggle.
array_push(points, [ _nx, _ny, _prog_total / _pathEnd, _prog_curr / _pathLength ]);
}
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if(_prog_next > _prog_curr) {
_prog_total += _prog_next - _prog_curr;
_total -= _prog_next - _prog_curr;
}
_stepLen = min(_stepLen, _total);
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_prog_curr = _prog_next;
_ox = _nx;
_oy = _ny;
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if(_total_prev == _total && ++_freeze > 16) break;
_total_prev = _total;
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}
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array_push(lines, points);
}
} else {
var x0, y0, x1, y1;
var _0 = point_rectangle_overlap(_dim[0], _dim[1], (_ang + 180) % 360);
var _1 = point_rectangle_overlap(_dim[0], _dim[1], _ang);
x0 = _0[0]; y0 = _0[1];
x1 = _1[0]; y1 = _1[1];
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var _l = point_distance(x0, y0, x1, y1);
var _d = point_direction(x0, y0, x1, y1);
var _od = _d, _nd = _d;
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var ww = _rtMax / _seg;
var _total = _rtMax;
var _prog_curr = frac(_shift) - ww;
var _prog = _prog_curr + 1;
var _prog_total = 0;
var points = [];
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while(_total > 0) {
if(_prog_curr >= 1) _prog_curr = 0;
else _prog_curr = min(_prog_curr + min(_total, ww), 1);
_prog_total += min(_total, ww);
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_nx = x0 + lengthdir_x(_l * _prog_curr, _d);
_ny = y0 + lengthdir_y(_l * _prog_curr, _d);
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var wgLen = random1D(_sed + _sedIndex, -_wig, _wig); _sedIndex++;
_nx += lengthdir_x(wgLen, _d + 90);
_ny += lengthdir_y(wgLen, _d + 90);
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if(_prog_total > _rtStr) //prevent drawing point before range start.
array_push(points, [_nx, _ny, _prog_total / _rtMax, _prog_curr]);
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if(_prog_curr > _prog)
_total -= (_prog_curr - _prog);
_prog = _prog_curr;
_ox = _nx;
_oy = _ny;
}
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lines = [ points ];
}
surface_set_target(_outSurf);
if(_bg) draw_clear_alpha(0, 1);
else DRAW_CLEAR
if(_useTex) {
var tex = surface_get_texture(_tex);
shader_set(sh_draw_mapping);
shader_set_f("position", _texPos);
shader_set_f("rotation", degtorad(_texRot));
shader_set_f("scale", _texSca);
shader_set_interpolation(_tex);
draw_primitive_begin_texture(pr_trianglestrip, tex);
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}
for( var i = 0; i < array_length(lines); i++ ) {
var points = lines[i];
if(array_length(points) < 2) continue;
var pxs = [];
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for( var j = 0; j < array_length(points); j++ ) {
var p0 = points[j];
var _nx = p0[0];
var _ny = p0[1];
var prog = p0[2];
var prgc = p0[3];
if(_1px) {
_nx = _nx - 0.5;
_ny = _ny - 0.5;
}
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_nw = random_range(_wid[0], _wid[1]);
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_nw *= eval_curve_x(_widc, _widap? prog : prgc);
_nc = _color.eval(_colP? prog : prgc);
if(_cap) {
if(j == 1){
draw_set_color(_oc);
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draw_set_color(c_white);
_d = point_direction(_ox, _oy, _nx, _ny);
draw_circle_angle(_ox, _oy, _ow / 2, _d - 90, _d + 90, _capP);
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}
if(j == array_length(points) - 1) {
draw_set_color(_nc);
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draw_set_color(c_black);
_d = point_direction(_ox, _oy, _nx, _ny);
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draw_circle_angle(_nx, _ny, _nw / 2, _d - 90, _d + 90, _capP);
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}
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}
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if(_1px) {
if(j) {
var dst = point_distance(_ox, _oy, _nx, _ny);
if(dst <= 1 && i < array_length(points) - 1) continue;
//_nc = make_color_hsv(random(255), 255, 255);
//_oc = _nc;
//line_bresenham(pxs, _ox, _oy, _nx, _ny, _oc, _nc);
draw_line_color(_ox, _oy, _nx, _ny, _oc, _nc);
}
_ox = _nx;
_oy = _ny;
_oc = _nc;
} else {
if(j) {
var _nd0 = point_direction(_ox, _oy, _nx, _ny);
var _nd1 = _nd0;
if(j < array_length(points) - 1) {
var p2 = points[j + 1];
var _nnx = p2[0];
var _nny = p2[1];
_nd1 = point_direction(_nx, _ny, _nnx, _nny);
_nd = _nd0 + angle_difference(_nd1, _nd0) / 2;
} else
_nd = point_direction(_ox, _oy, _nx, _ny);
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if(_useTex) {
var _len = array_length(points) - 1;
var ox0 = _ox + lengthdir_x(_ow / 2, _od + 90);
var oy0 = _oy + lengthdir_y(_ow / 2, _od + 90);
var nx0 = _nx + lengthdir_x(_nw / 2, _nd + 90);
var ny0 = _ny + lengthdir_y(_nw / 2, _nd + 90);
var ox1 = _ox + lengthdir_x(_ow / 2, _od + 90 + 180);
var oy1 = _oy + lengthdir_y(_ow / 2, _od + 90 + 180);
var nx1 = _nx + lengthdir_x(_nw / 2, _nd + 90 + 180);
var ny1 = _ny + lengthdir_y(_nw / 2, _nd + 90 + 180);
draw_vertex_texture_color(ox0, oy0, 0, (j - 1) / _len, _oc, 1);
draw_vertex_texture_color(ox1, oy1, 1, (j - 1) / _len, _oc, 1);
draw_vertex_texture_color(nx0, ny0, 0, (j - 0) / _len, _nc, 1);
draw_vertex_texture_color(nx1, ny1, 1, (j - 0) / _len, _nc, 1);
} else
draw_line_width2_angle(_ox, _oy, _nx, _ny, _ow, _nw, _od + 90, _nd + 90, _oc, _nc, _colW);
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} else {
var p1 = points[j + 1];
_nd = point_direction(_nx, _ny, p1[0], p1[1]);
}
_ox = _nx;
_oy = _ny;
_od = _nd;
_ow = _nw;
_oc = _nc;
}
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}
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if(_useTex) {
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draw_primitive_end();
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shader_reset();
}
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}
surface_reset_target();
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return _outSurf;
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}
}