Pixel-Composer/scripts/node_flip/node_flip.gml

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function Node_Flip(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Flip";
shader = sh_flip;
uniform_axs = shader_get_uniform(shader, "axis");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, ["x", "y"]);
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inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 2;
input_display_list = [ 2,
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["Output", true], 0,
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["Flip", false], 1,
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]
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _axis = _data[1];
surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
shader_set_uniform_i(uniform_axs, _axis);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
return _outSurf;
}
}