Pixel-Composer/scripts/node_mk_blinker/node_mk_blinker.gml

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function Node_MK_Blinker(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "MK Blinker";
batch_output = false;
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Surface("Mask", self));
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newInput(2, nodeValueSeed(self));
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newInput(3, nodeValue_Float("Amount", self, 0.5))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(4, nodeValue_Palette("Target Colors", self, [ c_black ] ));
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newInput(5, nodeValue_Palette("Light Colors", self, [ c_white ] ));
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newInput(6, nodeValue_Bool("Active", self, true));
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active_index = 6;
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newInput(7, nodeValue_Float("Tolerance", self, 0.1 ))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(8, nodeValue_Bool("Glow", self, false));
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newInput(9, nodeValue_Float("Size", self, 4 ))
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.setDisplay(VALUE_DISPLAY.slider, { range : [ 1, 8, 0.1 ] });
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newInput(10, nodeValue_Float("Strength", self, 0.5 ))
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.setDisplay(VALUE_DISPLAY.slider);
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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newOutput(1, nodeValue_Output("Light only", self, VALUE_TYPE.surface, noone));
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input_display_list = [ new Inspector_Sprite(s_MKFX), 6,
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["Surfaces", false], 0, 1,
["Blink", false], 2, 3, 4, 5, 7,
["Glow", true, 8], 9, 10,
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]
temp_surface = [ surface_create( 1, 1 ), surface_create( 1, 1 ), surface_create( 1, 1 ) ];
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light_only = [];
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surface_blur_init();
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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if(_output_index == 1) return light_only[_array_index];
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var _surf = _data[0];
var _mask = _data[1];
var _seed = _data[2];
var _amou = _data[3];
var _trgC = _data[4];
var _ligC = _data[5];
var _tolr = _data[7];
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var _glow = _data[8];
var _glsz = _data[9];
var _glop = _data[10];
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if(!is_surface(_surf)) return _outSurf;
var _sw = surface_get_width_safe(_outSurf);
var _sh = surface_get_height_safe(_outSurf);
for( var i = 0, n = array_length(temp_surface); i < n; i++ )
temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh);
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light_only[_array_index] = surface_verify(array_safe_get_fast(light_only, _array_index), _sw, _sh);
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surface_set_shader(temp_surface[0], sh_blink_extract);
shader_set_palette(_trgC, "colorTarget", "colorTargetAmount");
shader_set_f("tolerance", _tolr);
draw_surface_safe(_surf);
surface_reset_shader();
var rp = sqrt(_sw * _sw + _sh * _sh);
var ind = 0;
var _umask = is_surface(_mask);
repeat(rp) {
surface_set_shader(temp_surface[!ind], sh_blink_expand);
shader_set_f("dimension", _sw, _sh);
shader_set_i("useMask", _umask);
shader_set_surface("mask", _mask);
draw_surface_safe(temp_surface[ind]);
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surface_reset_shader();
ind = !ind;
}
surface_set_shader(temp_surface[2], sh_blink_replace);
shader_set_f("seed", _seed);
shader_set_f("ratio", _amou);
shader_set_palette(_ligC);
draw_surface_safe(temp_surface[ind]);
surface_reset_shader();
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surface_set_target(light_only[_array_index]);
DRAW_CLEAR
BLEND_OVERRIDE
draw_surface_safe(temp_surface[2]);
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BLEND_NORMAL
surface_reset_target();
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if(_glow) var lightBlur = surface_apply_gaussian(light_only[_array_index], _glsz, true, c_black, 1);
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surface_set_target(_outSurf);
DRAW_CLEAR
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BLEND_OVERRIDE
draw_surface_safe(_surf);
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if(_glow) {
BLEND_ADD
draw_surface_ext(lightBlur, 0, 0, 1, 1, 0, c_white, _glop);
}
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BLEND_ALPHA_MULP
draw_surface_safe(temp_surface[2]);
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BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}