function Node_Dither(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { static dither2 = [ 0, 2, 3, 1 ]; static dither4 = [ 0, 8, 2, 10, 12, 4, 14, 6, 3, 11, 1, 9, 15, 7, 13, 5]; static dither8 = [ 0, 32, 8, 40, 2, 34, 10, 42, 48, 16, 56, 24, 50, 18, 58, 26, 12, 44, 4, 36, 14, 46, 6, 38, 60, 28, 52, 20, 62, 30, 54, 22, 3, 35, 11, 43, 1, 33, 9, 41, 51, 19, 59, 27, 49, 17, 57, 25, 15, 47, 7, 39, 13, 45, 5, 37, 63, 31, 55, 23, 61, 29, 53, 21]; name = "Dither"; inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_white ]) .setDisplay(VALUE_DISPLAY.palette); inputs[| 2] = nodeValue(2, "Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "2 x 2 Bayer", "4 x 4 Bayer", "8 x 8 Bayer", "Custom" ]); inputs[| 3] = nodeValue(3, "Dither map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0) .setVisible(false); inputs[| 4] = nodeValue(4, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [1, 5, 0.1]); inputs[| 5] = nodeValue(5, "Contrast map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 6] = nodeValue(6, "Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Color", "Alpha" ]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ 0, ["Pattern", false], 2, 3, ["Dither", false], 6, 1, 4, 5 ] static process_data = function(_outSurf, _data, _output_index, _array_index) { var _pal = _data[1]; var _typ = _data[2]; var _map = _data[3]; var _con = _data[4]; var _conMap = _data[5]; var _mode = _data[6]; var _colors = array_create(array_length(_pal) * 4); for(var i = 0; i < array_length(_pal); i++) { _colors[i * 4 + 0] = color_get_red(_pal[i]) / 255; _colors[i * 4 + 1] = color_get_green(_pal[i]) / 255; _colors[i * 4 + 2] = color_get_blue(_pal[i]) / 255; _colors[i * 4 + 3] = 1; } shader = _mode? sh_alpha_hash : sh_dither; uniform_dither_size = shader_get_uniform(shader, "ditherSize"); uniform_dither = shader_get_uniform(shader, "dither"); uniform_dim = shader_get_uniform(shader, "dimension"); uniform_color = shader_get_uniform(shader, "palette"); uniform_key = shader_get_uniform(shader, "keys"); uniform_constrast = shader_get_uniform(shader, "contrast"); uniform_con_map_use = shader_get_uniform(shader, "useConMap"); uniform_con_map = shader_get_sampler_index(shader, "conMap"); uniform_map_use = shader_get_uniform(shader, "useMap"); uniform_map = shader_get_sampler_index(shader, "map"); uniform_map_dim = shader_get_uniform(shader, "mapDimension"); inputs[| 3].setVisible(_typ == 3); inputs[| 1].setVisible(_mode == 0); inputs[| 4].setVisible(_mode == 0); inputs[| 5].setVisible(_mode == 0); surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE shader_set(shader); shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ] ); switch(_typ) { case 0 : shader_set_uniform_i(uniform_map_use, 0); shader_set_uniform_f(uniform_dither_size, 2); shader_set_uniform_f_array(uniform_dither, dither2); break; case 1 : shader_set_uniform_i(uniform_map_use, 0); shader_set_uniform_f(uniform_dither_size, 4); shader_set_uniform_f_array(uniform_dither, dither4); break; case 2 : shader_set_uniform_i(uniform_map_use, 0); shader_set_uniform_f(uniform_dither_size, 8); shader_set_uniform_f_array(uniform_dither, dither8); break; case 3 : if(is_surface(_map)) { shader_set_uniform_i(uniform_map_use, 1); shader_set_uniform_f_array(uniform_map_dim, [ surface_get_width(_map), surface_get_height(_map) ]); texture_set_stage(uniform_map, surface_get_texture(_map)); } break; } if(_mode == 0) { shader_set_uniform_i(uniform_con_map_use, _conMap == DEF_SURFACE? 0 : 1); texture_set_stage(uniform_con_map, surface_get_texture(_conMap)); shader_set_uniform_f(uniform_constrast, _con); shader_set_uniform_f_array(uniform_color, _colors); shader_set_uniform_i(uniform_key, array_length(_pal)); } draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }