Pixel-Composer/scripts/node_blobify/node_blobify.gml

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function Node_Blobify(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Blobify";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
inputs[| 2] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3)
.setValidator(VV_min(0));
inputs[| 3] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
active_index = 1;
input_display_list = [ 1,
["Surface", false], 0,
["Blobify", false], 2, 3,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _rad = _data[2];
var _thr = _data[3];
surface_set_shader(_outSurf, sh_blobify);
shader_set_f("dimension", surface_get_dimension(_data[0]));
shader_set_f("radius", _rad);
shader_set_f("threshold", _thr);
draw_surface_safe(_data[0]);
surface_reset_shader();
return _outSurf;
} #endregion
}