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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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("RG Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0, "Displacement map where red retermine the X position, and green determine the Y position.");
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inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 2;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 2,
["Surface", false], 0, 1,
]
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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if(!is_surface(_data[1])) return _outSurf;
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surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE;
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shader_set(shader);
texture_set_stage(uniform_map, surface_get_texture(_data[1]));
draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
return _outSurf;
}
}