Pixel-Composer/scripts/node_cellular/node_cellular.gml

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function Node_Cellular(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Cellular Noise";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_Vec2("Position", self, [ DEF_SURF_W / 2, DEF_SURF_H / 2]))
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.setUnitRef(function(index) { return getDimension(index); });
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newInput(2, nodeValue_Float("Scale", self, 4))
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.setMappable(11);
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newInput(3, nodeValueSeed(self));
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newInput(4, nodeValue_Enum_Scroll("Type", self, 0, [ "Point", "Edge", "Cell", "Crystal" ]));
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newInput(5, nodeValue_Float("Contrast", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 0.01] });
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newInput(6, nodeValue_Enum_Button("Pattern", self, 0, [ "Tiled", "Uniform", "Radial" ]));
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newInput(7, nodeValue_Float("Middle", self, 0.5))
.setDisplay(VALUE_DISPLAY.slider, { range: [0., 1., 0.01] });
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newInput(8, nodeValue_Float("Radial scale", self, 2))
.setDisplay(VALUE_DISPLAY.slider, { range: [1., 10., 0.01] });
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newInput(9, nodeValue_Float("Radial shatter", self, 0))
.setDisplay(VALUE_DISPLAY.slider, { range: [-10., 10., 0.01] })
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.setVisible(false);
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newInput(10, nodeValue_Bool("Colored", self, false))
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//////////////////////////////////////////////////////////////////////////////////
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newInput(11, nodeValueMap("Scale map", self));
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//////////////////////////////////////////////////////////////////////////////////
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newInput(12, nodeValue_Rotation("Rotation", self, 0));
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input_display_list = [
["Output", false], 0,
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["Noise", false], 4, 6, 3, 1, 12, 2, 11,
["Radial", false], 8, 9,
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["Rendering", false], 5, 7, 10,
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];
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
}
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static step = function() { #region
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inputs[2].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _pos = _data[1];
var _tim = _data[3];
var _type = _data[4];
var _con = _data[5];
var _pat = _data[6];
var _mid = _data[7];
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inputs[ 8].setVisible(_pat == 2);
inputs[ 9].setVisible(_pat == 2);
inputs[10].setVisible(_type == 2);
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var _rad = _data[ 8];
var _sht = _data[ 9];
var _col = _data[10];
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var _rot = _data[12];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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switch(_type) {
case 0 : shader = sh_cell_noise; break;
case 1 : shader = sh_cell_noise_edge; break;
case 2 : shader = sh_cell_noise_random; break;
case 3 : shader = sh_cell_noise_crystal; break;
}
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surface_set_shader(_outSurf, shader);
shader_set_f("dimension", _dim);
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shader_set_f("seed", _tim);
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shader_set_2("position", _pos);
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shader_set_f_map("scale", _data[2], _data[11], inputs[2]);
shader_set_f("contrast", _con);
shader_set_f("middle", _mid);
shader_set_f("radiusScale", _rad);
shader_set_f("radiusShatter", _sht);
shader_set_i("pattern", _pat);
shader_set_i("colored", _col);
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shader_set_f("rotation", degtorad(_rot));
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
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return _outSurf;
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}
}