Pixel-Composer/scripts/node_invert/node_invert.gml

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function Node_Invert(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Invert";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Surface("Mask", self));
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newInput(2, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(3, nodeValue_Bool("Active", self, true));
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active_index = 3;
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newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
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__init_mask_modifier(1); // inputs 5, 6
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newInput(7, nodeValue_Bool("Include Alpha", self, false));
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input_display_list = [ 3, 4, 7,
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["Surfaces", true], 0, 1, 2, 5, 6,
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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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static step = function() {
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__step_mask_modifier();
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
surface_set_shader(_outSurf, sh_invert);
shader_set_i("alpha", _data[7]);
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[1], _data[2]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
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return _outSurf;
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}
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}