Pixel-Composer/scripts/node_local_analyze/node_local_analyze.gml

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function Node_Local_Analyze(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Local Analyze";
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inputs[| 0] = nodeValue_Surface("Surface in", self);
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inputs[| 1] = nodeValue_Enum_Scroll("Algorithm", self, 0, [ "Average (Blur)", "Maximum", "Minimum" ]);
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inputs[| 2] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 16, 0.1] });
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inputs[| 3] = nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ])
.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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inputs[| 4] = nodeValue_Enum_Scroll("Shape", self, 0, [ new scrollItem("Square", s_node_shape_rectangle, 0),
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new scrollItem("Circle", s_node_shape_circle, 0),
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new scrollItem("Diamond", s_node_shape_misc, 0) ]);
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inputs[| 5] = nodeValue_Surface("Mask", self);
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inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
inputs[| 8] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
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__init_mask_modifier(5); // inputs 9, 10
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 7, 8,
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["Surfaces", true], 0, 5, 6, 9, 10,
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["Effect", false], 1, 2, 4,
];
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attribute_surface_depth();
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attribute_oversample();
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static step = function() { #region
__step_mask_modifier();
} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _alg = _data[1];
var _siz = _data[2];
var _shp = _data[4];
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var _sam = struct_try_get(attributes, "oversample");
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surface_set_shader(_outSurf, sh_local_analyze);
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shader_set_f("dimension" , surface_get_dimension(_data[0]));
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shader_set_i("algorithm" , _alg);
shader_set_f("size" , _siz);
shader_set_i("shape" , _shp);
shader_set_i("sampleMode", _sam);
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draw_surface_safe(_data[0]);
surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
_outSurf = channel_apply(_data[0], _outSurf, _data[8]);
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return _outSurf;
}
}