Pixel-Composer/scripts/node_rgb_channel/node_rgb_channel.gml

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function Node_RGB_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "RGBA Extract";
batch_output = false;
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inputs[0] = nodeValue_Surface("Surface In", self);
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inputs[1] = nodeValue_Enum_Scroll("Output Type", self, 0, [ "Channel value", "Greyscale" ]);
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inputs[2] = nodeValue_Bool("Keep Alpha", self, false);
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inputs[3] = nodeValue_Bool("Output Array", self, false);
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outputs[0] = nodeValue_Output("Red", self, VALUE_TYPE.surface, noone);
outputs[1] = nodeValue_Output("Green", self, VALUE_TYPE.surface, noone);
outputs[2] = nodeValue_Output("Blue", self, VALUE_TYPE.surface, noone);
outputs[3] = nodeValue_Output("Alpha", self, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static step = function() { #region
var _arr = getInputData(3);
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outputs[0].name = _arr? "RGBA" : "Red";
outputs[0].setArrayDepth(_arr);
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outputs[1].setVisible(!_arr, !_arr);
outputs[2].setVisible(!_arr, !_arr);
outputs[3].setVisible(!_arr, !_arr);
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} #endregion
static setShader = function(index, grey, _alp) {
DRAW_CLEAR
BLEND_OVERRIDE
switch(index) {
case 0 : shader_set(grey? sh_channel_R_grey : sh_channel_R); break;
case 1 : shader_set(grey? sh_channel_G_grey : sh_channel_G); break;
case 2 : shader_set(grey? sh_channel_B_grey : sh_channel_B); break;
case 3 : shader_set(grey? sh_channel_A_grey : sh_channel_A); break;
}
shader_set_i("keepAlpha", _alp);
}
static resetShader = function() {
shader_reset();
BLEND_NORMAL
}
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static processData = function(_outSurf, _data, output_index) { #region
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var _out = _data[1];
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var _alp = _data[2];
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var _arr = _data[3];
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if(_arr && output_index) return _outSurf;
var _ww = surface_get_width_safe(_data[0]);
var _hh = surface_get_height_safe(_data[0]);
if(_arr) {
for( var i = 0; i < 4; i++ ) {
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var _surf = array_safe_get_fast(_outSurf, i);
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_surf = surface_verify(_surf, _ww, _hh);
_outSurf[i] = _surf;
surface_set_target(_surf);
setShader(i, _out, _alp);
draw_surface_safe(_data[0]);
resetShader();
surface_reset_target();
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}
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} else {
surface_set_target(_outSurf);
setShader(output_index, _out, _alp);
draw_surface_safe(_data[0]);
resetShader();
surface_reset_target();
}
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return _outSurf;
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} #endregion
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}