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https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-13 14:03:56 +01:00
45 lines
1.5 KiB
Plaintext
45 lines
1.5 KiB
Plaintext
function Node_Normal(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Normal";
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uniform_dim = shader_get_uniform(sh_normal, "dimension");
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uniform_hei = shader_get_uniform(sh_normal, "height");
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uniform_smt = shader_get_uniform(sh_normal, "smooth");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
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inputs[| 2] = nodeValue("Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Include diagonal pixel in normal calculation, which leads to smoother output.");
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inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 3;
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input_display_list = [ 3,
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["Surface", false], 0,
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["Normal", false], 1, 2,
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]
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _hei = _data[1];
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var _smt = _data[2];
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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BLEND_OVERRIDE;
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shader_set(sh_normal);
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shader_set_uniform_f(uniform_hei, _hei);
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shader_set_uniform_i(uniform_smt, _smt);
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shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
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draw_surface_safe(_data[0], 0, 0);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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return _outSurf;
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}
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} |