Pixel-Composer/scripts/node_hsv_channel/node_hsv_channel.gml

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function Node_HSV_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "HSV Extract";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Output Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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outputs[| 0] = nodeValue("Hue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Saturation", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 2] = nodeValue("Value", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static step = function() { #region
var _arr = getInputData(1);
outputs[| 0].name = _arr? "HSV" : "Hue";
outputs[| 0].setArrayDepth(_arr);
outputs[| 1].setVisible(!_arr, !_arr);
outputs[| 2].setVisible(!_arr, !_arr);
outputs[| 3].setVisible(!_arr, !_arr);
} #endregion
static setShader = function(index) {
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DRAW_CLEAR
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BLEND_OVERRIDE
switch(index) {
case 0 : shader_set(sh_channel_H); break;
case 1 : shader_set(sh_channel_S); break;
case 2 : shader_set(sh_channel_V); break;
case 3 : shader_set(sh_channel_A); break;
}
}
static resetShader = function() {
shader_reset();
BLEND_NORMAL
}
static processData = function(_outSurf, _data, output_index) { #region
var _arr = _data[1];
if(_arr && output_index) return _outSurf;
if(_arr) {
for( var i = 0; i < 4; i++ ) {
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var _surf = array_safe_get_fast(_outSurf, i);
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_surf = surface_verify(_surf, _ww, _hh);
_outSurf[i] = _surf;
surface_set_target(_surf);
setShader(i);
draw_surface_safe(_data[0]);
resetShader();
surface_reset_target();
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}
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} else {
surface_set_target(_outSurf);
setShader(output_index);
draw_surface_safe(_data[0]);
resetShader();
surface_reset_target();
}
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return _outSurf;
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} #endregion
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}