Pixel-Composer/scripts/node_blobify/node_bw.gml

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function Node_create_BW(_x, _y) {
var node = new Node_BW(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_BW(_x, _y) : Node_Processor(_x, _y) constructor {
name = "BW";
uniform_exp = shader_get_uniform(sh_bw, "brightness");
uniform_con = shader_get_uniform(sh_bw, "contrast");
inputs[| 0] = new NodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = new NodeValue(1, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
inputs[| 1].setDisplay(VALUE_DISPLAY.slider, [ -1, 1, 0.01]);
inputs[| 2] = new NodeValue(2, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
inputs[| 2].setDisplay(VALUE_DISPLAY.slider, [ -1, 4, 0.01]);
outputs[| 0] = new NodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
function process_data(_inSurf, _outSurf, _data) {
var _exp = _data[1];
var _con = _data[2];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
shader_set(sh_bw);
shader_set_uniform_f(uniform_exp, _exp);
shader_set_uniform_f(uniform_con, _con);
draw_surface(_inSurf, 0, 0);
shader_reset();
surface_reset_target();
return _outSurf;
}
}