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https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
Fix alpha blending error when using custom channel mix.
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@ -5,6 +5,7 @@
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#region macro
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#macro BLEND_NORMAL gpu_set_blendmode(bm_normal); gpu_set_blendequation(bm_eq_add);
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#macro BLEND_ADD gpu_set_blendmode(bm_add);
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#macro BLEND_ADD_ONE gpu_set_blendmode_ext(bm_one, bm_one);
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#macro BLEND_OVERRIDE gpu_set_blendmode_ext(bm_one, bm_zero);
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//#macro BLEND_ADD_ALPHA gpu_set_blendmode_ext_sepalpha(bm_one, bm_inv_src_alpha, bm_one, bm_one)
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@ -1,4 +1,4 @@
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function __init_mask_modifier(_mask_index) { #region
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function __init_mask_modifier(_mask_index) {
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var _ind = array_length(inputs);
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newInput(_ind + 0, nodeValue_Bool("Invert mask", self, false));
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@ -10,20 +10,20 @@ function __init_mask_modifier(_mask_index) { #region
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__mask_mod_index = _ind;
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__mask_invert = false;
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__mask_feather = 0;
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} #endregion
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}
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function __step_mask_modifier() { #region
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function __step_mask_modifier() {
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var _msk = is_surface(getSingleValue(__mask_index));
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inputs[__mask_mod_index + 0].setVisible(_msk);
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inputs[__mask_mod_index + 1].setVisible(_msk);
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} #endregion
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}
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function __process_mask_modifier(data) { #region
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function __process_mask_modifier(data) {
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__mask_invert = data[__mask_mod_index + 0];
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__mask_feather = data[__mask_mod_index + 1];
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} #endregion
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}
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function mask_modify(mask, invert = false, feather = 0) { #region
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function mask_modify(mask, invert = false, feather = 0) {
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if(!is_surface(mask)) return mask;
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if(!invert && feather == 0) return mask;
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@ -42,9 +42,9 @@ function mask_modify(mask, invert = false, feather = 0) { #region
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}
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return __temp_mask;
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} #endregion
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}
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function mask_apply(original, edited, mask, mix = 1) { #region
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function mask_apply(original, edited, mask, mix = 1) {
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if(!is_surface(mask) && mix == 1) return edited;
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var _f = surface_get_format(edited);
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@ -69,9 +69,9 @@ function mask_apply(original, edited, mask, mix = 1) { #region
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surface_free(edited);
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return _s;
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} #endregion
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}
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function channel_apply(original, edited, channel) { #region
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function channel_apply(original, edited, channel) {
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if(channel == 0b1111) return edited;
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var _f = surface_get_format(edited);
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@ -79,13 +79,13 @@ function channel_apply(original, edited, channel) { #region
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surface_set_target(_s);
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DRAW_CLEAR
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BLEND_ADD
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BLEND_ADD_ONE
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gpu_set_colorwriteenable(!(channel & 0b0001), !(channel & 0b0010), !(channel & 0b0100), !(channel & 0b1000));
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draw_surface_safe(original);
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draw_surface(original, 0, 0);
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gpu_set_colorwriteenable(channel & 0b0001, channel & 0b0010, channel & 0b0100, channel & 0b1000);
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draw_surface_safe(edited);
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draw_surface(edited, 0, 0);
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gpu_set_colorwriteenable(1, 1, 1, 1);
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BLEND_NORMAL
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@ -93,4 +93,4 @@ function channel_apply(original, edited, channel) { #region
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surface_free(edited);
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return _s;
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} #endregion
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}
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@ -14,23 +14,16 @@ vec4 sampleTexture(vec2 pos) {
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if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.)
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return texture2D(gm_BaseTexture, pos);
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if(sampleMode == 0)
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return vec4(0.);
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else if(sampleMode == 1)
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return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2)
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return texture2D(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3)
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return vec4(vec3(0.), 1.);
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if(sampleMode == 0) return vec4(0.);
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else if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.));
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else if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos));
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else if(sampleMode == 3) return vec4(vec3(0.), 1.);
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return vec4(0.);
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}
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void main() {
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vec2 tex = 1. / dimension;
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vec2 tx = 1. / dimension;
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float sum = 1.;
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if(normalized == 1) {
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@ -47,9 +40,12 @@ void main() {
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for(int i = 0; i < size; i++)
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for(int j = 0; j < size; j++) {
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int index = i * size + j;
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vec2 px = v_vTexcoord + vec2((float(j) + st) * tex.x, (float(i) + st) * tex.y);
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vec2 px = v_vTexcoord + vec2((float(j) + st) * tx.x, (float(i) + st) * tx.y);
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c += kernel[index] * sampleTexture(px) / sum;
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float w = kernel[index];
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if(w == 0.) continue;
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c += w * sampleTexture(px) / sum;
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}
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gl_FragColor = c;
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