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https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
Draw invalid shader fix.
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9d47b74b98
commit
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@ -277,12 +277,16 @@ event_inherited();
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ds_list_add(_list, "Favourites");
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ds_list_add(_list, "Favourites");
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for( var i = 0; i < array_length(global.FAV_NODES); i++ ) {
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for( var i = 0; i < array_length(global.FAV_NODES); i++ ) {
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var _nodeIndex = global.FAV_NODES[i];
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var _nodeIndex = global.FAV_NODES[i];
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if(!ds_map_exists(ALL_NODES, _nodeIndex)) continue;
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ds_list_add(_list, ALL_NODES[? _nodeIndex]);
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ds_list_add(_list, ALL_NODES[? _nodeIndex]);
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}
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}
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ds_list_add(_list, "Recents");
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ds_list_add(_list, "Recents");
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for( var i = 0; i < array_length(global.RECENT_NODES); i++ ) {
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for( var i = 0; i < array_length(global.RECENT_NODES); i++ ) {
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var _nodeIndex = global.RECENT_NODES[i];
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var _nodeIndex = global.RECENT_NODES[i];
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if(!ds_map_exists(ALL_NODES, _nodeIndex)) continue;
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ds_list_add(_list, ALL_NODES[? _nodeIndex]);
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ds_list_add(_list, ALL_NODES[? _nodeIndex]);
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}
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}
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}
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}
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@ -735,7 +735,8 @@ function Node_Composite(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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overlay_w = ww;
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overlay_w = ww;
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overlay_h = hh;
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overlay_h = hh;
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if(is_surface(base)) surface_size_to(_outSurf, ww, hh, cDep);
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if(is_surface(base))
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_outSurf = surface_size_to(_outSurf, ww, hh, cDep);
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for(var i = 0; i < 2; i++) {
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for(var i = 0; i < 2; i++) {
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temp_surface[i] = surface_verify(temp_surface[i], surface_get_width(_outSurf), surface_get_height(_outSurf), cDep);
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temp_surface[i] = surface_verify(temp_surface[i], surface_get_width(_outSurf), surface_get_height(_outSurf), cDep);
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@ -76,6 +76,12 @@ function shader_set_surface(sampler, surface) {
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}
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}
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function surface_set_shader(surface, shader = sh_sample, clear = true, blend = BLEND.over) {
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function surface_set_shader(surface, shader = sh_sample, clear = true, blend = BLEND.over) {
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if(!is_surface(surface)) {
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__surface_set = false;
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return;
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}
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__surface_set = true;
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surface_set_target(surface);
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surface_set_target(surface);
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if(clear) DRAW_CLEAR;
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if(clear) DRAW_CLEAR;
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@ -90,6 +96,8 @@ function shader_set_surface(sampler, surface) {
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}
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}
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function surface_reset_shader() {
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function surface_reset_shader() {
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if(!__surface_set) return;
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gpu_set_tex_filter(false);
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gpu_set_tex_filter(false);
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BLEND_NORMAL;
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BLEND_NORMAL;
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surface_reset_target();
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surface_reset_target();
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