Pixel-Composer/scripts/node_mirror/node_mirror.gml

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function Node_Mirror(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Mirror";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 2] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Mirror mask", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 3,
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["Output", false], 0,
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["Mirror", false], 1, 2,
]
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attribute_surface_depth();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _pos = inputs[| 1].getValue();
var _ang = inputs[| 2].getValue();
var _posx = _pos[0] * _s + _x;
var _posy = _pos[1] * _s + _y;
var dx0 = _posx + lengthdir_x(1000, _ang);
var dx1 = _posx + lengthdir_x(1000, _ang + 180);
var dy0 = _posy + lengthdir_y(1000, _ang);
var dy1 = _posy + lengthdir_y(1000, _ang + 180);
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draw_set_color(COLORS._main_accent);
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draw_line(dx0, dy0, dx1, dy1);
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inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
inputs[| 2].drawOverlay(active, _posx, _posy, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = [ surface_get_width(_data[0]), surface_get_height(_data[0]) ];
var _pos = _data[1];
var _ang = _data[2];
surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader = _output_index? sh_mirror_mask : sh_mirror;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_pos = shader_get_uniform(shader, "position");
uniform_ang = shader_get_uniform(shader, "angle");
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shader_set(shader);
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shader_set_uniform_f_array_safe(uniform_dim, _dim);
shader_set_uniform_f_array_safe(uniform_pos, _pos);
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shader_set_uniform_f(uniform_ang, degtorad(_ang));
draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
return _outSurf;
}
}