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https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 06:26:42 +01:00
Small QoL for 0.8.2
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parent
93d6734080
commit
f83ad6920a
7 changed files with 19 additions and 9 deletions
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@ -151,7 +151,7 @@
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{"id":{"name":"s_node_transform_single","path":"sprites/s_node_transform_single/s_node_transform_single.yy",},"order":89,},
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{"id":{"name":"s_node_transform_single","path":"sprites/s_node_transform_single/s_node_transform_single.yy",},"order":89,},
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{"id":{"name":"s_button_hide_fill","path":"sprites/s_button_hide_fill/s_button_hide_fill.yy",},"order":15,},
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{"id":{"name":"s_button_hide_fill","path":"sprites/s_button_hide_fill/s_button_hide_fill.yy",},"order":15,},
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{"id":{"name":"sh_blur_radial","path":"shaders/sh_blur_radial/sh_blur_radial.yy",},"order":18,},
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{"id":{"name":"sh_blur_radial","path":"shaders/sh_blur_radial/sh_blur_radial.yy",},"order":18,},
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{"id":{"name":"sh_grid","path":"shaders/sh_grid/sh_grid.yy",},"order":35,},
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{"id":{"name":"sh_grid","path":"shaders/sh_grid/sh_grid.yy",},"order":14,},
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{"id":{"name":"s_button_hide","path":"sprites/s_button_hide/s_button_hide.yy",},"order":10,},
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{"id":{"name":"s_button_hide","path":"sprites/s_button_hide/s_button_hide.yy",},"order":10,},
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{"id":{"name":"sh_twirl","path":"shaders/sh_twirl/sh_twirl.yy",},"order":19,},
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{"id":{"name":"sh_twirl","path":"shaders/sh_twirl/sh_twirl.yy",},"order":19,},
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{"id":{"name":"s_checkbox","path":"sprites/s_checkbox/s_checkbox.yy",},"order":11,},
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{"id":{"name":"s_checkbox","path":"sprites/s_checkbox/s_checkbox.yy",},"order":11,},
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@ -11,6 +11,7 @@ function Node_Grid(_x, _y) : Node(_x, _y) constructor {
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uniform_pos = shader_get_uniform(shader, "position");
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uniform_pos = shader_get_uniform(shader, "position");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_wid = shader_get_uniform(shader, "width");
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uniform_wid = shader_get_uniform(shader, "width");
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uniform_ang = shader_get_uniform(shader, "angle");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
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.setDisplay(VALUE_DISPLAY.vector);
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.setDisplay(VALUE_DISPLAY.vector);
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@ -24,8 +25,12 @@ function Node_Grid(_x, _y) : Node(_x, _y) constructor {
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inputs[| 3] = nodeValue(3, "Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.02)
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inputs[| 3] = nodeValue(3, "Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.02)
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.setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]);
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.setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]);
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inputs[| 4] = nodeValue(4, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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input_display_list = [
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input_display_list = [
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["Effect settings", false], 0, 1, 2, 3
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["Effect settings", false], 0, 3,
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["Transformation", false], 1, 4, 2
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];
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];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
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@ -39,6 +44,7 @@ function Node_Grid(_x, _y) : Node(_x, _y) constructor {
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var _pos = inputs[| 1].getValue();
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var _pos = inputs[| 1].getValue();
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var _sca = inputs[| 2].getValue();
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var _sca = inputs[| 2].getValue();
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var _wid = inputs[| 3].getValue();
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var _wid = inputs[| 3].getValue();
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var _ang = inputs[| 4].getValue();
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var _outSurf = outputs[| 0].getValue();
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var _outSurf = outputs[| 0].getValue();
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if(!is_surface(_outSurf)) {
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if(!is_surface(_outSurf)) {
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@ -52,6 +58,7 @@ function Node_Grid(_x, _y) : Node(_x, _y) constructor {
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shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f_array(uniform_sca, _sca);
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shader_set_uniform_f_array(uniform_sca, _sca);
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shader_set_uniform_f(uniform_wid, _wid);
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shader_set_uniform_f(uniform_wid, _wid);
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shader_set_uniform_f(uniform_ang, degtorad(_ang));
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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shader_reset();
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shader_reset();
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@ -43,7 +43,7 @@ function Node_Image_gif(_x, _y) : Node(_x, _y) constructor {
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
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outputs[| 1] = nodeValue(1, "Path", self, JUNCTION_CONNECT.output, VALUE_TYPE.path, "")
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outputs[| 1] = nodeValue(1, "Path", self, JUNCTION_CONNECT.output, VALUE_TYPE.path, "")
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.setVisible(true);
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.setVisible(true, true);
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spr = noone;
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spr = noone;
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path_current = "";
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path_current = "";
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@ -22,9 +22,8 @@ function Node_Path(_x, _y) : Node(_x, _y) constructor {
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var index = ds_list_size(inputs);
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var index = ds_list_size(inputs);
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inputs[| index] = nodeValue(index, "Anchor", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ _x, _y, 0, 0, 0, 0 ])
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inputs[| index] = nodeValue(index, "Anchor", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ _x, _y, 0, 0, 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setDisplay(VALUE_DISPLAY.vector);
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return inputs[| index];
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return inputs[| index];
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}
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}
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@ -56,8 +56,9 @@ void main() {
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float _a = atan(_p.y, _p.x) + angle;
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float _a = atan(_p.y, _p.x) + angle;
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prog = (_a - floor(_a / TAU) * TAU) / TAU;
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prog = (_a - floor(_a / TAU) * TAU) / TAU;
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}
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}
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prog = abs(prog + shift);
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prog = prog + shift;
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if(gradient_loop == 1) {
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if(gradient_loop == 1) {
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prog = abs(prog);
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if(prog > 1.) {
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if(prog > 1.) {
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if(prog == floor(prog))
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if(prog == floor(prog))
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prog = 1.;
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prog = 1.;
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@ -6,10 +6,13 @@ varying vec4 v_vColour;
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uniform vec2 position;
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uniform vec2 position;
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uniform vec2 scale;
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uniform vec2 scale;
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uniform float angle;
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uniform float width;
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uniform float width;
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void main() {
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void main() {
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vec2 _pos = v_vTexcoord - position;
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vec2 pos = v_vTexcoord - position, _pos;
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_pos.x = pos.x * cos(angle) - pos.y * sin(angle);
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_pos.y = pos.x * sin(angle) + pos.y * cos(angle);
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vec2 dist = _pos - floor(_pos * scale) / scale;
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vec2 dist = _pos - floor(_pos * scale) / scale;
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float ww = width / 2.;
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float ww = width / 2.;
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@ -1,8 +1,8 @@
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{
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{
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"type": 1,
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"type": 1,
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"parent": {
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"parent": {
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"name": "filter",
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"name": "generator",
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"path": "folders/shader/filter.yy",
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"path": "folders/shader/generator.yy",
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},
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},
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"resourceVersion": "1.0",
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"resourceVersion": "1.0",
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"name": "sh_grid",
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"name": "sh_grid",
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