1.16.6
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@ -417,7 +417,7 @@
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{"resourceType":"GMIncludedFile","resourceVersion":"1.0","name":"mf.dll","CopyToMask":-1,"filePath":"datafiles",},
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{"resourceType":"GMIncludedFile","resourceVersion":"1.0","name":"mfcore.dll","CopyToMask":-1,"filePath":"datafiles",},
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||||
{"resourceType":"GMIncludedFile","resourceVersion":"1.0","name":"mfplat.dll","CopyToMask":-1,"filePath":"datafiles",},
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||||
{"resourceType":"GMIncludedFile","resourceVersion":"1.0","name":"pxc","CopyToMask":-1,"filePath":"datafiles",},
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||||
{"resourceType":"GMIncludedFile","resourceVersion":"1.0","name":"pxc.exe","CopyToMask":-1,"filePath":"datafiles",},
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||||
{"resourceType":"GMIncludedFile","resourceVersion":"1.0","name":"README.txt","ConfigValues":{"Itch":{"CopyToMask":"0",},},"CopyToMask":-1,"filePath":"datafiles",},
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||||
{"resourceType":"GMIncludedFile","resourceVersion":"1.0","name":"data.win","CopyToMask":-1,"filePath":"datafiles/report",},
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||||
{"resourceType":"GMIncludedFile","resourceVersion":"1.0","name":"execute_shell_simple_ext_x64.dll","CopyToMask":-1,"filePath":"datafiles/report",},
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Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 80 KiB |
Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 80 KiB |
Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 58 KiB |
Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 58 KiB |
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@ -28,9 +28,9 @@
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k.z = power(k.z, 3);
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var rg = global.CVTMAT_OKLAB_RGB.multiplyVector(k);
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rg.x = power(rg.x, 1 / 2.2);
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rg.y = power(rg.y, 1 / 2.2);
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rg.z = power(rg.z, 1 / 2.2);
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rg.x = power(rg.x, 1 / 2.2) * 255;
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rg.y = power(rg.y, 1 / 2.2) * 255;
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rg.z = power(rg.z, 1 / 2.2) * 255;
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return make_color_rgba(rg.x, rg.y, rg.z, a);
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} #endregion
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@ -17,15 +17,18 @@ function Node_Color_Mix(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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input_display_list = [ 3, 0, 1, 2 ];
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static processData = function(_output, _data, _output_index, _array_index = 0) {
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var c = c_black;
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|
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switch(_data[3]) {
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case 0 : return merge_color_ext(_data[0], _data[1], _data[2]);
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case 1 : return merge_color_hsv(_data[0], _data[1], _data[2]);
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case 2 : return merge_color_oklab(_data[0], _data[1], _data[2]);
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case 0 : c = merge_color_ext( _data[0], _data[1], _data[2]); break;
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case 1 : c = merge_color_hsv( _data[0], _data[1], _data[2]); break;
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case 2 : c = merge_color_oklab(_data[0], _data[1], _data[2]); break;
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}
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||||
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||||
return c;
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||||
}
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||||
|
||||
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { #region
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var bbox = drawGetBbox(xx, yy, _s);
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if(bbox.h < 1) return;
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@ -37,5 +40,5 @@ function Node_Color_Mix(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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}
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||||
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drawColor(col, bbox.x0, bbox.y0, bbox.w, bbox.h);
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||||
}
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||||
} #endregion
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||||
}
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@ -117,7 +117,7 @@ function Node_Image(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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|
||||
if(array_empty(spr)) return;
|
||||
|
||||
var _arr = is_array(spr);
|
||||
var _arr = is_array(spr) && array_length(spr) > 1;
|
||||
var _outsurf = outputs[| 0].getValue();
|
||||
|
||||
if(!is_array(_outsurf)) _outsurf = [ _outsurf ];
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||||
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@ -98,13 +98,13 @@ function Node_Region_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
|
|||
draw_surface_safe(temp_surface[1]);
|
||||
surface_reset_shader();
|
||||
}
|
||||
|
||||
surface_set_shader(temp_surface[base], sh_region_fill_coordinate_init);
|
||||
draw_surface_safe(temp_surface[2]);
|
||||
surface_reset_shader();
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||||
#endregion
|
||||
|
||||
#region coordinate
|
||||
surface_set_shader(temp_surface[base], sh_region_fill_coordinate_init);
|
||||
draw_surface_safe(temp_surface[2]);
|
||||
surface_reset_shader();
|
||||
|
||||
base = !base;
|
||||
var amo = _sw + _sh;
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||||
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||||
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@ -120,7 +120,7 @@ function Node_Region_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
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|||
}
|
||||
|
||||
surface_set_shader(temp_surface[base], sh_region_fill_border);
|
||||
shader_set_f("dimension", _sw, _sh);
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||||
shader_set_f("dimension", _sw, _sh);
|
||||
shader_set_surface("original", _surf);
|
||||
|
||||
draw_surface_safe(temp_surface[!base]);
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||||
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@ -6,24 +6,6 @@ varying vec4 v_vColour;
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|||
uniform sampler2D base;
|
||||
uniform vec2 dimension;
|
||||
|
||||
vec2 less ( vec2 a, vec2 b ) { #region
|
||||
if(b == vec2(0.)) return a;
|
||||
if(a == vec2(0.)) return b;
|
||||
|
||||
if(a.y < b.y) return a;
|
||||
else if(a.y > b.y) return b;
|
||||
else return a.x < b.x? a : b;
|
||||
} #endregion
|
||||
|
||||
vec2 more ( vec2 a, vec2 b ) { #region
|
||||
if(b == vec2(0.)) return a;
|
||||
if(a == vec2(0.)) return b;
|
||||
|
||||
if(a.y > b.y) return a;
|
||||
else if(a.y < b.y) return b;
|
||||
else return a.x > b.x? a : b;
|
||||
} #endregion
|
||||
|
||||
void main() {
|
||||
vec2 tx = 1. / dimension;
|
||||
vec4 c = texture2D( gm_BaseTexture, v_vTexcoord );
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||||
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@ -40,12 +22,12 @@ void main() {
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if(x.x < 0. || x.y < 0. || x.x > 1. || x.y > 1.) break;
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||||
|
||||
vec4 s = texture2D( gm_BaseTexture, x );
|
||||
vec4 b = texture2D( base, x );
|
||||
vec4 b = texture2D( base, x );
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||||
|
||||
if(b.a == 0.) break;
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||||
|
||||
gl_FragColor.xy = less( gl_FragColor.xy, s.xy );
|
||||
gl_FragColor.zw = more( gl_FragColor.zw, s.zw );
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||||
gl_FragColor.xy = min( gl_FragColor.xy, s.xy );
|
||||
gl_FragColor.zw = max( gl_FragColor.zw, s.zw );
|
||||
}
|
||||
|
||||
for( float i = 1.; i < ITERATION; i++ ) {
|
||||
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@ -53,12 +35,12 @@ void main() {
|
|||
if(x.x < 0. || x.y < 0. || x.x > 1. || x.y > 1.) break;
|
||||
|
||||
vec4 s = texture2D( gm_BaseTexture, x );
|
||||
vec4 b = texture2D( base, x );
|
||||
vec4 b = texture2D( base, x );
|
||||
|
||||
if(b.a == 0.) break;
|
||||
|
||||
gl_FragColor.xy = less( gl_FragColor.xy, s.xy );
|
||||
gl_FragColor.zw = more( gl_FragColor.zw, s.zw );
|
||||
gl_FragColor.xy = min( gl_FragColor.xy, s.xy );
|
||||
gl_FragColor.zw = max( gl_FragColor.zw, s.zw );
|
||||
}
|
||||
|
||||
for( float i = 1.; i < ITERATION; i++ ) {
|
||||
|
@ -66,12 +48,12 @@ void main() {
|
|||
if(x.x < 0. || x.y < 0. || x.x > 1. || x.y > 1.) break;
|
||||
|
||||
vec4 s = texture2D( gm_BaseTexture, x );
|
||||
vec4 b = texture2D( base, x );
|
||||
vec4 b = texture2D( base, x );
|
||||
|
||||
if(b.a == 0.) break;
|
||||
|
||||
gl_FragColor.xy = less( gl_FragColor.xy, s.xy );
|
||||
gl_FragColor.zw = more( gl_FragColor.zw, s.zw );
|
||||
gl_FragColor.xy = min( gl_FragColor.xy, s.xy );
|
||||
gl_FragColor.zw = max( gl_FragColor.zw, s.zw );
|
||||
}
|
||||
|
||||
for( float i = 1.; i < ITERATION; i++ ) {
|
||||
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@ -79,11 +61,11 @@ void main() {
|
|||
if(x.x < 0. || x.y < 0. || x.x > 1. || x.y > 1.) break;
|
||||
|
||||
vec4 s = texture2D( gm_BaseTexture, x );
|
||||
vec4 b = texture2D( base, x );
|
||||
vec4 b = texture2D( base, x );
|
||||
|
||||
if(b.a == 0.) break;
|
||||
|
||||
gl_FragColor.xy = less( gl_FragColor.xy, s.xy );
|
||||
gl_FragColor.zw = more( gl_FragColor.zw, s.zw );
|
||||
gl_FragColor.xy = min( gl_FragColor.xy, s.xy );
|
||||
gl_FragColor.zw = max( gl_FragColor.zw, s.zw );
|
||||
}
|
||||
}
|
||||
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|
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@ -13,5 +13,4 @@ void main() {
|
|||
|
||||
vec2 t = (v_vTexcoord - c.xy) / (c.zw - c.xy);
|
||||
gl_FragColor = texture2D( textureMap, t );
|
||||
gl_FragColor = vec4( t, 0., 1. );
|
||||
}
|
||||
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