Pixel-Composer/scripts/node_combine_hsv/node_combine_hsv.gml

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2022-12-27 04:00:50 +01:00
function Node_Combine_HSV(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "HSV Combine";
shader = sh_combine_hsv;
uniform_h = shader_get_sampler_index(shader, "samH");
uniform_s = shader_get_sampler_index(shader, "samS");
uniform_v = shader_get_sampler_index(shader, "samV");
inputs[| 0] = nodeValue(0, "Hue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Saturation", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 2] = nodeValue(2, "Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
static process_data = function(_outSurf, _data, _output_index) {
var _h = _data[0];
var _s = _data[1];
var _v = _data[2];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_OVER
shader_set(shader);
texture_set_stage(uniform_h, surface_get_texture(_h));
texture_set_stage(uniform_s, surface_get_texture(_s));
texture_set_stage(uniform_v, surface_get_texture(_v));
draw_sprite_ext(s_fx_pixel, 0, 0, 0, surface_get_width(_outSurf), surface_get_width(_outSurf), 0, c_white, 1);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}