Pixel-Composer/scripts/node_polar/node_polar.gml

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function Node_Polar(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Polar";
newInput(0, nodeValue_Surface("Surface in", self));
newInput(1, nodeValue_Surface("Mask", self));
newInput(2, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
newInput(3, nodeValue_Bool("Active", self, true));
active_index = 3;
newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
newInput(5, nodeValue_Bool("Invert", self, false))
newInput(6, nodeValue_Float("Blend", self, 1))
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(11);
__init_mask_modifier(1); // inputs 7, 8,
newInput(9, nodeValue_Enum_Scroll("Radius mode", self, 0, [ new scrollItem("Linear", s_node_curve, 2),
new scrollItem("Inverse Square", s_node_curve, 1),
new scrollItem("Logarithm", s_node_curve, 3), ]));
newInput(10, nodeValue_Bool("Swap", self, false));
//////////////////////////////////////////////////////////////////////////////////////////////////
newInput(11, nodeValueMap("Blend map", self));
//////////////////////////////////////////////////////////////////////////////////////////////////
newInput(12, nodeValue_Vec2("Tile", self, [ 1, 1 ] ));
newInput(13, nodeValue_Rotation_Range("Range", self, [ 0, 360 ]));
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
input_display_list = [ 3, 4,
["Surfaces", false], 0, 1, 2, 7, 8, 12,
["Effect", false], 5, 6, 11, 9, 10, 13,
]
attribute_surface_depth();
attribute_interpolation();
static step = function() {
__step_mask_modifier();
inputs[6].mappableStep();
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
surface_set_shader(_outSurf, sh_polar);
shader_set_interpolation( _data[0]);
shader_set_i("invert", _data[5]);
shader_set_i("distMode", _data[9]);
shader_set_f_map("blend", _data[6], _data[11], inputs[6]);
shader_set_i("swap", _data[10]);
shader_set_2("tile", _data[12]);
shader_set_2("range", _data[13]);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
return _outSurf;
}
}