function __init_mask_modifier(_mask_index) { #region var _ind = array_length(inputs); inputs[_ind + 0] = nodeValue_Bool("Invert mask", self, false); inputs[_ind + 1] = nodeValue_Float("Mask feather", self, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 32, 0.1] }); __mask_index = _mask_index; __mask_mod_index = _ind; __mask_invert = false; __mask_feather = 0; } #endregion function __step_mask_modifier() { #region var _msk = is_surface(getSingleValue(__mask_index)); inputs[__mask_mod_index + 0].setVisible(_msk); inputs[__mask_mod_index + 1].setVisible(_msk); } #endregion function __process_mask_modifier(data) { #region __mask_invert = data[__mask_mod_index + 0]; __mask_feather = data[__mask_mod_index + 1]; } #endregion function mask_modify(mask, invert = false, feather = 0) { #region if(!is_surface(mask)) return mask; if(!invert && feather == 0) return mask; if(!struct_has(self, "__temp_mask")) __temp_mask = surface_create(1, 1); __temp_mask = surface_verify(__temp_mask, surface_get_width_safe(mask), surface_get_height_safe(mask)); surface_set_shader(__temp_mask, sh_mask_invert); shader_set_i("invert", invert); draw_surface_safe(mask); surface_reset_shader(); if(feather > 0) { if(!struct_has(self, "__blur_hori")) surface_blur_init(); __temp_mask = surface_apply_gaussian(__temp_mask, feather, false, c_white, 1, noone); } return __temp_mask; } #endregion function mask_apply(original, edited, mask, mix = 1) { #region if(!is_surface(mask) && mix == 1) return edited; var _f = surface_get_format(edited); var _s = surface_create_size(original, _f); if(is_surface(mask) && __mask_feather > 0) { if(!struct_has(self, "__blur_hori")) surface_blur_init(); mask = surface_apply_gaussian(mask, __mask_feather, false, c_white, 1, noone); } surface_set_shader(_s, sh_mask); shader_set_surface("original", original); shader_set_surface("edited", edited); shader_set_surface("mask", mask); shader_set_i("useMask", is_surface(mask)); shader_set_i("invMask", __mask_invert); shader_set_f("mixRatio", mix); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, surface_get_width_safe(original), surface_get_height_safe(original)); surface_reset_shader(); surface_free(edited); return _s; } #endregion function channel_apply(original, edited, channel) { #region if(channel == 0b1111) return edited; var _f = surface_get_format(edited); var _s = surface_create_size(original, _f); surface_set_target(_s); DRAW_CLEAR BLEND_ADD gpu_set_colorwriteenable(!(channel & 0b0001), !(channel & 0b0010), !(channel & 0b0100), !(channel & 0b1000)); draw_surface_safe(original); gpu_set_colorwriteenable(channel & 0b0001, channel & 0b0010, channel & 0b0100, channel & 0b1000); draw_surface_safe(edited); gpu_set_colorwriteenable(1, 1, 1, 1); BLEND_NORMAL surface_reset_target(); surface_free(edited); return _s; } #endregion