Pixel-Composer/scripts/node_texture_remap/node_texture_remap.gml

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function Node_Texture_Remap(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Texture Remap";
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shader = sh_texture_remap;
uniform_map = shader_get_sampler_index(shader, "map");
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Surface("RG Map", self, "Displacement map where red retermine the X position, and green determine the Y position."));
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newInput(2, nodeValue_Bool("Active", self, true));
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active_index = 2;
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newInput(3, nodeValue_Enum_Button("Dimension Source", self, 0, [ "Surface", "RG Map" ]));
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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input_display_list = [ 2,
["Surfaces", false], 0, 1, 3,
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]
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attribute_surface_depth();
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attribute_interpolation();
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static processData_prebatch = function() { shader_preset_interpolation(shader); }
static processData_postbatch = function() { shader_postset_interpolation(); }
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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if(!is_surface(_data[1])) return _outSurf;
var _dim = _data[3];
var _sw = surface_get_width(_data[_dim]);
var _sh = surface_get_height(_data[_dim]);
_outSurf = surface_verify(_outSurf, _sw, _sh);
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surface_set_shader(_outSurf, shader);
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shader_set_interpolation(_data[0]);
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texture_set_stage(uniform_map, surface_get_texture(_data[1]));
draw_surface_stretched_safe(_data[0], 0, 0, _sw, _sh);
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surface_reset_shader();
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return _outSurf;
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} #endregion
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}