Pixel-Composer/scripts/node_displace/node_displace.gml

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function Node_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Displace";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Surface("Displace map", self));
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newInput(2, nodeValue_Vec2("Position", self, [ 1, 0 ] ))
.setTooltip("Vector to displace pixel by.")
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.setUnitRef(function(index) { return getDimension(index); });
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newInput(3, nodeValue_Float("Strength", self, 1))
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.setMappable(15);
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newInput(4, nodeValue_Float("Mid value", self, 0., "Brightness value to be use as a basis for 'no displacement'."))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(5, nodeValue_Enum_Button("Mode", self, 0, [ "Linear", "Vector", "Angle", "Gradient" ]))
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.setTooltip(@"Use color data for extra information.
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- Linear: Displace along a single line (defined by the position value).
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- Vector: Use red as X displacement, green as Y displacement.
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- Angle: Use red as angle, green as distance.
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- Gradient: Displace down the brightness value defined by the Displace map.");
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newInput(6, nodeValue_Bool("Iterate", self, false, @"If not set, then strength value is multiplied directly to the displacement.
If set, then strength value control how many times the effect applies on itself."));
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newInput(7, nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ]))
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.setTooltip("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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newInput(8, nodeValue_Surface("Mask", self));
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newInput(9, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(10, nodeValue_Bool("Active", self, true));
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active_index = 10;
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newInput(11, nodeValue_Enum_Scroll("Blend mode", self, 0, [ "Overwrite", "Min", "Max" ]));
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newInput(12, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
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__init_mask_modifier(8); // inputs 13, 14
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(15, nodeValue_Surface("Strength map", self))
.setVisible(false, false);
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(16, nodeValue_Bool("Separate axis", self, false));
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newInput(17, nodeValue_Surface("Displace map 2", self));
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input_display_list = [ 10, 12,
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["Surfaces", true], 0, 8, 9, 13, 14,
["Strength", false], 1, 17, 3, 15, 4,
["Displacement", false], 5, 16, 2,
["Algorithm", true], 6, 11,
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];
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
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attribute_oversample();
attribute_interpolation();
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static step = function() { #region
__step_mask_modifier();
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inputs[3].mappableStep();
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var _mode = getInputData(5);
var _sep = getInputData(16);
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var _dsp2 = (_mode == 1 || _mode == 2) && _sep;
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inputs[ 2].setVisible(_mode == 0);
inputs[16].setVisible(_mode == 1 || _mode == 2);
inputs[17].setVisible(_dsp2, _dsp2);
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if(_mode == 1 && _sep) {
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inputs[ 1].setName("Displace X");
inputs[17].setName("Displace Y");
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} else if(_mode == 2 && _sep) {
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inputs[ 1].setName("Displace angle");
inputs[17].setName("Displace amount");
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} else {
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inputs[ 1].setName("Displace map");
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}
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var ww = surface_get_width_safe(_data[0]);
var hh = surface_get_height_safe(_data[0]);
var mw = surface_get_width_safe(_data[1]);
var mh = surface_get_height_safe(_data[1]);
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surface_set_shader(_outSurf, sh_displace);
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shader_set_interpolation(_data[0]);
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shader_set_surface("map", _data[1]);
shader_set_surface("map2", _data[17]);
shader_set_f("dimension", [ww, hh]);
shader_set_f("map_dimension", [mw, mh]);
shader_set_f("displace", _data[ 2]);
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shader_set_f_map("strength", _data[ 3], _data[15], inputs[3]);
shader_set_f("middle", _data[ 4]);
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shader_set_i("mode", _data[ 5]);
shader_set_i("iterate", _data[ 6]);
shader_set_i("blendMode", _data[11]);
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shader_set_i("sepAxis", _data[16]);
draw_surface_safe(_data[0]);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[8], _data[9]);
_outSurf = channel_apply(_data[0], _outSurf, _data[12]);
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return _outSurf;
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} #endregion
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}