Pixel-Composer/scripts/node_average/node_average.gml

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function Node_Average(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Average";
shader = sh_average;
uniform_dim = shader_get_uniform(shader, "dimension");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
inputs[| 4] = 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(1); // inputs 5, 6,
input_display_list = [ 3, 4,
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["Surfaces", false], 0, 1, 2, 5, 6,
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]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Color", self, JUNCTION_CONNECT.output, VALUE_TYPE.color, c_black);
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attribute_surface_depth();
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colors = [];
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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) { #region
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var inSurf = _data[0];
if(!is_surface(inSurf)) return _outSurf;
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if(_output_index == 1)
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return array_safe_get_fast(colors, _array_index);
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var side = max(surface_get_width_safe(inSurf), surface_get_height_safe(inSurf));
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var lop = ceil(log2(side));
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var cc;
side = power(2, lop);
if(side / 2 >= 1) {
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var _Surf = [ surface_create_valid(side, side), surface_create_valid(side, side) ];
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var _ind = 1;
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surface_set_target(_Surf[0]);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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draw_surface_stretched_safe(inSurf, 0, 0, side, side);
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BLEND_NORMAL;
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surface_reset_target();
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shader_set(sh_average);
for( var i = 0; i <= lop; i++ ) {
shader_set_uniform_f(uniform_dim, side);
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surface_set_target(_Surf[_ind]);
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DRAW_CLEAR
draw_surface_safe(_Surf[!_ind], 0, 0);
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surface_reset_target();
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_ind = !_ind;
side /= 2;
}
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shader_reset();
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cc = surface_get_pixel(_Surf[!_ind], 0, 0);
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surface_free(_Surf[0]);
surface_free(_Surf[1]);
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} else
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cc = surface_get_pixel(inSurf, 0, 0);
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surface_set_target(_outSurf);
draw_clear(cc);
surface_reset_target();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
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colors[_array_index] = cc;
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return _outSurf;
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} #endregion
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}