Pixel-Composer/scripts/node_combine_rgb/node_combine_rgb.gml

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function Node_Combine_RGB(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "RGB Combine";
shader = sh_combine_rgb;
uniform_r = shader_get_sampler_index(shader, "samR");
uniform_g = shader_get_sampler_index(shader, "samG");
uniform_b = shader_get_sampler_index(shader, "samB");
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uniform_a = shader_get_sampler_index(shader, "samA");
uniform_usea = shader_get_uniform(shader, "useA");
uniform_mode = shader_get_uniform(shader, "mode");
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inputs[| 0] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 2] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 4] = nodeValue("Sampling type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, ["Brightness", "Channel value"]);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [
["Sampling", false], 4,
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["Output", true], 0, 1, 2, 3,
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]
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attribute_surface_depth();
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _r = _data[0];
var _g = _data[1];
var _b = _data[2];
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var _a = _data[3];
var _mode = _data[4];
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
texture_set_stage(uniform_r, surface_get_texture(_r));
texture_set_stage(uniform_g, surface_get_texture(_g));
texture_set_stage(uniform_b, surface_get_texture(_b));
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shader_set_uniform_i(uniform_mode, _mode);
shader_set_uniform_i(uniform_usea, is_surface(_a));
texture_set_stage(uniform_a, surface_get_texture(_a));
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, surface_get_width_safe(_outSurf), surface_get_width_safe(_outSurf), 0, c_white, 1);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
return _outSurf;
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} #endregion
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}