function Node_SDF(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "SDF"; uniform_sdf_dim = shader_get_uniform(sh_sdf, "dimension"); uniform_sdf_stp = shader_get_uniform(sh_sdf, "stepSize"); uniform_sdf_sid = shader_get_uniform(sh_sdf, "side"); uniform_dst_sid = shader_get_uniform(sh_sdf_dist, "side"); uniform_dst_dst = shader_get_uniform(sh_sdf_dist, "max_distance"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 1; inputs[| 2] = nodeValue("Side", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2) .setDisplay(VALUE_DISPLAY.enum_button, [ "Inside", "Outside", "Both" ]); inputs[| 3] = nodeValue("Max distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01 ]); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 1, ["Surface", false], 0, ["SDF", false], 2, 3, ] pass = [ surface_create(1, 1), surface_create(1, 1) ]; static process_data = function(_outSurf, _data, _output_index, _array_index) { var inSurf = _data[0]; var _side = _data[2]; var _dist = _data[3]; var sw = surface_get_width(inSurf); var sh = surface_get_height(inSurf); var n = max(sw, sh); pass[0] = surface_verify(pass[0], n, n); pass[1] = surface_verify(pass[1], n, n); _outSurf = surface_verify(_outSurf, sw, sh); surface_set_target(pass[0]); draw_clear_alpha(0, 0); BLEND_OVERRIDE; shader_set(sh_sdf_tex); draw_surface_safe(inSurf, 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); var step = ceil(log2(n)); var stepSize = power(2, step); var bg = 0; //step = 2; repeat(step) { stepSize /= 2; bg = !bg; surface_set_target(pass[bg]); draw_clear_alpha(0, 0); BLEND_OVERRIDE; shader_set(sh_sdf); shader_set_uniform_f(uniform_sdf_dim, n, n ); shader_set_uniform_f(uniform_sdf_stp, stepSize); shader_set_uniform_i(uniform_sdf_sid, _side); draw_surface_safe(pass[!bg], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); } surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE; shader_set(sh_sdf_dist); shader_set_uniform_i(uniform_dst_sid, _side); shader_set_uniform_f(uniform_dst_dst, _dist); draw_surface_safe(pass[bg], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }