Pixel-Composer/scripts/node_normal/node_normal.gml
2024-08-08 11:57:51 +07:00

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function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Normal";
inputs[0] = nodeValue_Surface("Surface in", self);
inputs[1] = nodeValue_Float("Height", self, 1);
inputs[2] = nodeValue_Float("Smooth", self, 0, "Include diagonal pixel in normal calculation, which leads to smoother output.")
.setDisplay(VALUE_DISPLAY.slider, { range : [ 0, 4, 0.1] });
inputs[3] = nodeValue_Bool("Active", self, true);
active_index = 3;
input_display_list = [ 3,
["Surfaces", false], 0,
["Normal", false], 1, 2,
]
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _hei = _data[1];
var _smt = _data[2];
surface_set_shader(_outSurf, sh_normal);
gpu_set_texfilter(true);
shader_set_f("dimension", surface_get_dimension(_data[0]), surface_get_height_safe(_data[0]));
shader_set_f("height", _hei);
shader_set_f("smooth", _smt);
draw_surface_safe(_data[0]);
gpu_set_texfilter(false);
surface_reset_shader();
return _outSurf;
}
}