Pixel-Composer/scripts/node_noise_grid/node_noise_grid.gml

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function Node_Grid_Noise(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Grid noise";
shader = sh_grid_noise;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_sed = shader_get_uniform(shader, "seed");
uniform_shf = shader_get_uniform(shader, "shift");
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uniform_sam = shader_get_uniform(shader, "useSampler");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(0, index); });
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inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 8, 8 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
inputs[| 4] = nodeValue(4, "X shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [-2, 2, 0.01]);
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inputs[| 5] = nodeValue(5, "Texture sample", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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input_display_list = [
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["Ouptut", false], 0,
["Effect", false], 3, 1, 2, 4,
["Render", false], 5,
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];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
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static process_data = function(_outSurf, _data, _output_index) {
var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _sed = _data[3];
var _shf = _data[4];
var _sam = _data[5];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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shader_set(shader);
shader_set_uniform_f_array(uniform_dim, _dim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f_array(uniform_sca, _sca);
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shader_set_uniform_i(uniform_sam, is_surface(_sam));
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shader_set_uniform_f(uniform_shf, _shf);
random_set_seed(_sed);
shader_set_uniform_f(uniform_sed, random_range(1.0, 10.0));
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if(is_surface(_sam))
draw_surface_stretched(_sam, 0, 0, _dim[0], _dim[1]);
else
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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shader_reset();
surface_reset_target();
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return _outSurf;
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}
doUpdate();
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}