Pixel-Composer/scripts/node_channels/node_channels.gml
2022-12-27 10:00:50 +07:00

28 lines
1.1 KiB
Plaintext

function Node_RGB_Channel(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "RGB Channel";
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
outputs[| 0] = nodeValue(0, "Red", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
outputs[| 1] = nodeValue(1, "Green", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
outputs[| 2] = nodeValue(2, "Blue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
outputs[| 3] = nodeValue(3, "Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
static process_data = function(_outSurf, _data, output_index) {
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_OVER
switch(output_index) {
case 0 : shader_set(sh_channel_R); break;
case 1 : shader_set(sh_channel_G); break;
case 2 : shader_set(sh_channel_B); break;
case 3 : shader_set(sh_channel_A); break;
}
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}