Pixel-Composer/scripts/node_normal/node_normal.gml
2023-01-25 12:49:00 +07:00

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function Node_Normal(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Normal";
uniform_dim = shader_get_uniform(sh_normal, "dimension");
uniform_hei = shader_get_uniform(sh_normal, "height");
uniform_smt = shader_get_uniform(sh_normal, "smooth");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
inputs[| 2] = nodeValue(2, "Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Include diagonal pixel in normal calculation, which leads to smoother output.");
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _hei = _data[1];
var _smt = _data[2];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_OVERRIDE
shader_set(sh_normal);
shader_set_uniform_f(uniform_hei, _hei);
shader_set_uniform_i(uniform_smt, _smt);
shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}