Pixel-Composer/scripts/mask_function/mask_function.gml

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function mask_apply(original, edited, mask, mix = 1) {
if(!is_surface(mask) && mix == 1) return edited;
var _f = surface_get_format(edited);
var _s = surface_create_size(original, _f);
surface_set_target(_s);
shader_set(sh_mask);
texture_set_stage(shader_get_sampler_index(sh_mask, "original"), surface_get_texture(original));
texture_set_stage(shader_get_sampler_index(sh_mask, "edited"), surface_get_texture(edited));
shader_set_uniform_i(shader_get_uniform(sh_mask, "useMask"), is_surface(mask));
texture_set_stage(shader_get_sampler_index(sh_mask, "mask"), surface_get_texture(mask));
shader_set_uniform_f(shader_get_uniform(sh_mask, "mixRatio"), mix);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, surface_get_width_safe(original), surface_get_height_safe(original));
shader_reset();
surface_reset_target();
surface_free(edited);
return _s;
}
function channel_apply(original, edited, channel) {
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;
}