mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-24 14:06:23 +01:00
- [Supporter] New MK Fracture node.
This commit is contained in:
parent
1a6149c3ce
commit
a6aeffcf66
12 changed files with 326 additions and 8 deletions
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@ -176,6 +176,7 @@
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{"name":"find_boundary","order":7,"path":"folders/shader/misc/find_boundary.yy",},
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{"name":"MK effects","order":12,"path":"folders/shader/MK effects.yy",},
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{"name":"Flag","order":3,"path":"folders/shader/MK effects/Flag.yy",},
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{"name":"Fracture","order":5,"path":"folders/shader/MK effects/Fracture.yy",},
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{"name":"Tile","order":4,"path":"folders/shader/MK effects/Tile.yy",},
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{"name":"noise","order":19,"path":"folders/shader/noise.yy",},
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{"name":"pixel_builder","order":13,"path":"folders/shader/pixel_builder.yy",},
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@ -1849,6 +1850,7 @@
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{"name":"s_node_mk_flag","order":5,"path":"sprites/s_node_mk_flag/s_node_mk_flag.yy",},
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{"name":"s_node_mk_flare","order":11,"path":"sprites/s_node_mk_flare/s_node_mk_flare.yy",},
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{"name":"s_node_mk_flip_grid","order":2,"path":"sprites/s_node_mk_flip_grid/s_node_mk_flip_grid.yy",},
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{"name":"s_node_mk_fracture","order":13,"path":"sprites/s_node_mk_fracture/s_node_mk_fracture.yy",},
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{"name":"s_node_mk_grid_flip","order":18,"path":"sprites/s_node_mk_grid_flip/s_node_mk_grid_flip.yy",},
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{"name":"s_node_mk_rain_type","order":7,"path":"sprites/s_node_mk_rain_type/s_node_mk_rain_type.yy",},
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{"name":"s_node_mk_rain","order":4,"path":"sprites/s_node_mk_rain/s_node_mk_rain.yy",},
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@ -298,6 +298,7 @@
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{"$GMFolder":"","%Name":"find_boundary","folderPath":"folders/shader/misc/find_boundary.yy","name":"find_boundary","resourceType":"GMFolder","resourceVersion":"2.0",},
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{"$GMFolder":"","%Name":"MK effects","folderPath":"folders/shader/MK effects.yy","name":"MK effects","resourceType":"GMFolder","resourceVersion":"2.0",},
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{"$GMFolder":"","%Name":"Flag","folderPath":"folders/shader/MK effects/Flag.yy","name":"Flag","resourceType":"GMFolder","resourceVersion":"2.0",},
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{"$GMFolder":"","%Name":"Fracture","folderPath":"folders/shader/MK effects/Fracture.yy","name":"Fracture","resourceType":"GMFolder","resourceVersion":"2.0",},
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{"$GMFolder":"","%Name":"Tile","folderPath":"folders/shader/MK effects/Tile.yy","name":"Tile","resourceType":"GMFolder","resourceVersion":"2.0",},
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{"$GMFolder":"","%Name":"noise","folderPath":"folders/shader/noise.yy","name":"noise","resourceType":"GMFolder","resourceVersion":"2.0",},
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{"$GMFolder":"","%Name":"pixel_builder","folderPath":"folders/shader/pixel_builder.yy","name":"pixel_builder","resourceType":"GMFolder","resourceVersion":"2.0",},
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@ -1960,6 +1961,7 @@
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{"id":{"name":"sh_mk_flag_mrt","path":"shaders/sh_mk_flag_mrt/sh_mk_flag_mrt.yy",},},
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{"id":{"name":"sh_mk_flag_shade","path":"shaders/sh_mk_flag_shade/sh_mk_flag_shade.yy",},},
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{"id":{"name":"sh_mk_flipGrid","path":"shaders/sh_mk_flipGrid/sh_mk_flipGrid.yy",},},
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{"id":{"name":"sh_mk_fracture","path":"shaders/sh_mk_fracture/sh_mk_fracture.yy",},},
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{"id":{"name":"sh_mk_saber_glow","path":"shaders/sh_mk_saber_glow/sh_mk_saber_glow.yy",},},
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{"id":{"name":"sh_mk_tile18_edge_b","path":"shaders/sh_mk_tile18_edge_b/sh_mk_tile18_edge_b.yy",},},
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{"id":{"name":"sh_mk_tile18_edge_l","path":"shaders/sh_mk_tile18_edge_l/sh_mk_tile18_edge_l.yy",},},
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@ -2409,6 +2411,7 @@
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{"id":{"name":"s_node_mk_flag","path":"sprites/s_node_mk_flag/s_node_mk_flag.yy",},},
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{"id":{"name":"s_node_mk_flare","path":"sprites/s_node_mk_flare/s_node_mk_flare.yy",},},
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{"id":{"name":"s_node_mk_flip_grid","path":"sprites/s_node_mk_flip_grid/s_node_mk_flip_grid.yy",},},
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{"id":{"name":"s_node_mk_fracture","path":"sprites/s_node_mk_fracture/s_node_mk_fracture.yy",},},
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{"id":{"name":"s_node_mk_grid_flip","path":"sprites/s_node_mk_grid_flip/s_node_mk_grid_flip.yy",},},
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{"id":{"name":"s_node_mk_rain_type","path":"sprites/s_node_mk_rain_type/s_node_mk_rain_type.yy",},},
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{"id":{"name":"s_node_mk_rain","path":"sprites/s_node_mk_rain/s_node_mk_rain.yy",},},
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@ -6,8 +6,45 @@ function Node_MK_Fracture(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
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inputs[| 1] = nodeValue("Subdivision", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 4, 4 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue("Progress", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider)
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.setMappable(3);
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inputs[| 3] = nodeValueMap("Progress map", self);
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inputs[| 4] = nodeValue("Movement", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setMappable(9, true);
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inputs[| 5] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 180)
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.setDisplay(VALUE_DISPLAY.rotation)
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.setMappable(10);
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inputs[| 6] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 7] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1.)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 8] = nodeValue("Gravity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.);
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inputs[| 9] = nodeValueMap("Movement map", self);
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inputs[| 10] = nodeValueMap("Rotation map", self);
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inputs[| 11] = nodeValue("Brick Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 12] = nodeValue("Skew", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
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.setDisplay(VALUE_DISPLAY.slider, { range : [ -1, 1, 0.01 ] });
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inputs[| 13] = nodeValue("Brick Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y" ]);
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input_display_list = [ new Inspector_Sprite(s_MKFX), 0,
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["Fracture", false], 1,
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["Fracture", false], 1, 2, 13, 11, 12,
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["Physics", false], 3, 4, 9, 8, 5, 10, 6,
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["Render", false], 7,
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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@ -16,14 +53,32 @@ function Node_MK_Fracture(_x, _y, _group = noone) : Node_Processor(_x, _y, _grou
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} #endregion
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static step = function() { #region
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inputs[| 2].mappableStep();
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inputs[| 4].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _surf = _data[0];
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var _dim = surface_get_dimension(_surf);
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surface_set_target(_outSurf);
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surface_set_shader(_outSurf, sh_mk_fracture);
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DRAW_CLEAR
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shader_set_f("dimension", _dim);
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shader_set_f("subdivision", _data[ 1]);
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shader_set_f_map("progress", _data[ 2], _data[3], inputs[| 2]);
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shader_set_f_map("movement", _data[ 4], _data[9], inputs[| 4]);
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shader_set_f("gravity", _data[ 8]);
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shader_set_f("rotation", _data[ 5], _data[10], inputs[| 5]);
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shader_set_f("scale", _data[ 6]);
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shader_set_f("alpha", _data[ 7]);
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shader_set_i("axis", _data[13]);
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shader_set_f("brickShift", _data[11]);
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shader_set_f("skew", _data[12]);
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surface_reset_target();
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draw_surface_safe(_surf);
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surface_reset_shader();
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return _outSurf;
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}
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@ -777,7 +777,7 @@ function __initNodes() {
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addNodeObject(generator, "MK Blinker", s_node_mk_blinker, "Node_MK_Blinker", [1, Node_MK_Blinker]).setVersion(11630);
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addNodeObject(generator, "MK Lens Flare", s_node_mk_flare, "Node_MK_Flare", [1, Node_MK_Flare]).setVersion(11630);
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addNodeObject(generator, "MK Delay Machine", s_node_mk_delay_machine, "Node_MK_Delay_Machine", [1, Node_MK_Delay_Machine]).setVersion(11680);
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/**/ addNodeObject(generator, "MK Fracture", s_node_mk_delay_machine, "Node_MK_Fracture", [1, Node_MK_Fracture]).setVersion(11740);
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addNodeObject(generator, "MK Fracture", s_node_mk_fracture, "Node_MK_Fracture", [1, Node_MK_Fracture]).patreonExtra();
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//addNodeObject(generator, "MK Sparkle", s_node_mk_sparkle, "Node_MK_Sparkle", [1, Node_MK_Sparkle]).patreonExtra();
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#endregion
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@ -359,16 +359,20 @@ function NodeValue(_name, _node, _connect, _type, _value, _tooltip = "") constru
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}
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} setDropKey(); #endregion
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static setMappable = function(index) { #region
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mappedJunc = noone;
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mapped_vec4 = false;
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static setMappable = function(index, vec4 = false) { #region
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attributes.mapped = false;
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attributes.map_index = index;
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mapped_vec4 = vec4;
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mapButton = button(function() {
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attributes.mapped = !attributes.mapped;
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var val = getValue();
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if( attributes.mapped)
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setValue([0, 0]);
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setValue(mapped_vec4? [ 0, 0, 0, 0 ] : [ 0, 0 ]);
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if(!attributes.mapped)
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setValue(def_val);
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@ -386,7 +390,9 @@ function NodeValue(_name, _node, _connect, _type, _value, _tooltip = "") constru
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break;
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default :
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mapWidget = new rangeBox(TEXTBOX_INPUT.number, function(index, val) { return setValueDirect(val, index); });
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mapWidget = vec4?
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new vectorRangeBox(4, TEXTBOX_INPUT.number, function(index, val) { return setValueDirect(val, index); }) :
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new rangeBox(TEXTBOX_INPUT.number, function(index, val) { return setValueDirect(val, index); });
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mapWidget.side_button = mapButton;
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break;
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}
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@ -73,6 +73,8 @@ function vectorRangeBox(_size, _type, _onModify, _unit = noone) : widget() const
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y = _y;
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w = _w;
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_data = array_verify(_data, size);
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if(struct_has(_display_data, "linked")) linked = _display_data.linked;
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var _hh = linked? _h : _h * 2 + ui(4);
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h = h == 0? _hh : lerp_float(h, _hh, 5);
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@ -82,9 +84,15 @@ function vectorRangeBox(_size, _type, _onModify, _unit = noone) : widget() const
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var _bs = min(_h, ui(32));
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if((_w - _bs) / 2 > ui(64)) {
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if(side_button) {
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side_button.setFocusHover(active, hover);
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side_button.draw(_x + _w - _bs, _y + _h / 2 - _bs / 2, _bs, _bs, _m, THEME.button_hide);
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_w -= _bs + ui(4);
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}
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var bx = _x;
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var by = _y + _h / 2 - _bs / 2;
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if(buttonInstant(THEME.button_hide, bx, by, _bs, _bs, _m, active, hover, tooltip, THEME.value_link, linked, _icon_blend) == 2) {
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linked = !linked;
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_display_data.linked = linked;
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123
shaders/sh_mk_fracture/sh_mk_fracture.fsh
Normal file
123
shaders/sh_mk_fracture/sh_mk_fracture.fsh
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@ -0,0 +1,123 @@
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#define TAU 6.28318530718
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#define MAX_RANGE 3.
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 dimension;
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uniform vec2 subdivision;
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uniform vec2 progress;
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uniform int progressUseSurf;
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uniform sampler2D progressSurf;
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uniform vec4 movement;
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uniform int movementUseSurf;
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uniform sampler2D movementSurf;
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uniform vec2 rotation;
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uniform int rotationUseSurf;
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uniform sampler2D rotationSurf;
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uniform float gravity;
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uniform float scale;
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uniform float alpha;
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uniform int axis;
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uniform float brickShift;
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uniform float skew;
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vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }
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vec2 cellID(in vec2 coord) {
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vec2 idx = floor(coord * subdivision);
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vec2 prg = (coord - idx / subdivision) * subdivision;
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vec2 rng = (random2(vec2((axis == 0? idx.y : idx.x) + 100.)) - .5) * 2.;
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if(axis == 0) {
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coord.x += mod(idx.y, 2.) * brickShift / subdivision.x;
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coord.x += (prg.y - .5) * 2. / subdivision.x * skew * 0.5 * rng.x;
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} else {
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coord.y += mod(idx.x, 2.) * brickShift / subdivision.x;
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coord.y += (prg.x - .5) * 2. / subdivision.y * skew * 0.5 * rng.y;
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}
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vec2 cel = floor(coord * subdivision) / subdivision + .5 / subdivision;
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return cel;
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}
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vec4 uvInFrag(in vec2 coord, in vec2 fragID) {
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vec2 fragUV = coord - fragID;
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float pro = progress.x;
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if(progressUseSurf == 1) {
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vec4 _vMap = texture2D( progressSurf, fragID );
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pro = mix(progress.x, progress.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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vec2 mvm = movement.xy;
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if(movementUseSurf == 1) {
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vec4 _vMap = texture2D( movementSurf, fragID );
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mvm = mix(movement.xz, movement.yw, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float rta = rotation.x;
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if(rotationUseSurf == 1) {
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vec4 _vMap = texture2D( rotationSurf, fragID );
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rta = mix(rotation.x, rotation.y, (_vMap.r + _vMap.g + _vMap.b) / 3.);
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}
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float sca = mix(1., scale, pro);
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float ang = pro * radians(rta);
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mat2 rot = mat2(cos(ang), -sin(ang), sin(ang), cos(ang));
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vec2 mov = mvm / dimension;
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float grv = gravity;
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vec2 pos = mov * pro;
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pos.y += grv * pro * pro;
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vec2 uv = fragID + (fragUV - pos) / sca * rot;
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vec2 newID = cellID(uv);
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return vec4(
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uv,
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pro,
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float(newID == fragID)
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);
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}
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vec4 blend(in vec4 bg, in vec4 fg) {
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float al = fg.a + bg.a * (1. - fg.a);
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if(al == 0.) return bg;
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vec4 res = ((fg * fg.a) + (bg * bg.a * (1. - fg.a))) / al;
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res.a = al;
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return res;
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}
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void main() {
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gl_FragColor = vec4(0.);
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// gl_FragColor = vec4(cellID(v_vTexcoord), 0., 1.); return;
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vec2 fragSize = 1. / subdivision;
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for(float i = -MAX_RANGE; i <= MAX_RANGE; i++)
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for(float j = -MAX_RANGE; j <= MAX_RANGE * 2.; j++) {
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vec2 tx = v_vTexcoord + fragSize * vec2(j, i);
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vec2 cl = cellID(tx);
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vec4 uv = uvInFrag(v_vTexcoord, cl);
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if(uv.w == 0.) continue;
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if(uv.x < 0. || uv.x > 1. || uv.y < 0. || uv.y > 1.) continue;
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float pro = uv.z;
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float alp = mix(1., alpha, pro);
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vec4 c = texture2D( gm_BaseTexture, uv.xy );
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c.a *= alp;
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gl_FragColor = blend(gl_FragColor, c);
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}
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}
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19
shaders/sh_mk_fracture/sh_mk_fracture.vsh
Normal file
19
shaders/sh_mk_fracture/sh_mk_fracture.vsh
Normal file
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@ -0,0 +1,19 @@
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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12
shaders/sh_mk_fracture/sh_mk_fracture.yy
Normal file
12
shaders/sh_mk_fracture/sh_mk_fracture.yy
Normal file
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@ -0,0 +1,12 @@
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{
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"$GMShader":"",
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"%Name":"sh_mk_fracture",
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"name":"sh_mk_fracture",
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"parent":{
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"name":"Fracture",
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"path":"folders/shader/MK effects/Fracture.yy",
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},
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"resourceType":"GMShader",
|
||||
"resourceVersion":"2.0",
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"type":1,
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}
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After Width: | Height: | Size: 1.9 KiB |
90
sprites/s_node_mk_fracture/s_node_mk_fracture.yy
Normal file
90
sprites/s_node_mk_fracture/s_node_mk_fracture.yy
Normal file
|
@ -0,0 +1,90 @@
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"Keyframes":[],
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"resourceVersion":"2.0",
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{"$Keyframe<SpriteFrameKeyframe>":"","Channels":{
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"volume":1.0,
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"xorigin":32,
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},
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"textureGroupId":{
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"name":"Default",
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"path":"texturegroups/Default",
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"type":0,
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"VTile":false,
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"width":64,
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}
|
Loading…
Reference in a new issue