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https://github.com/Ttanasart-pt/Pixel-Composer.git
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59 lines
2.2 KiB
Text
59 lines
2.2 KiB
Text
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function Node_create_Perlin_Smear(_x, _y) {
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var node = new Node_Perlin_Smear(_x, _y);
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ds_list_add(PANEL_GRAPH.nodes_list, node);
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return node;
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}
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function Node_Perlin_Smear(_x, _y) : Node(_x, _y) constructor {
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name = "Smear noise";
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shader = sh_perlin_smear;
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uniform_dim = shader_get_uniform(shader, "u_resolution");
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uniform_pos = shader_get_uniform(shader, "position");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_ite = shader_get_uniform(shader, "iteration");
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uniform_bri = shader_get_uniform(shader, "bright");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 6])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue(3, "Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3);
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inputs[| 4] = nodeValue(4, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
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function update() {
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var _dim = inputs[| 0].getValue();
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var _pos = inputs[| 1].getValue();
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var _sca = inputs[| 2].getValue();
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var _ite = inputs[| 3].getValue();
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var _bri = inputs[| 4].getValue();
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var _outSurf = outputs[| 0].getValue();
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if(!is_surface(_outSurf)) {
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_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
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outputs[| 0].setValue(_outSurf);
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} else
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surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
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surface_set_target(_outSurf);
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shader_set(shader);
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shader_set_uniform_f_array(uniform_dim, _dim);
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shader_set_uniform_f_array(uniform_pos, _pos);
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shader_set_uniform_f_array(uniform_sca, _sca);
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shader_set_uniform_f(uniform_bri, _bri);
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shader_set_uniform_i(uniform_ite, _ite);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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shader_reset();
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surface_reset_target();
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}
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update();
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}
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