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https://github.com/Ttanasart-pt/Pixel-Composer.git
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73 lines
2.5 KiB
Plaintext
73 lines
2.5 KiB
Plaintext
function Node_Curve(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Curve";
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shader = sh_curve;
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uniform_wcur = shader_get_uniform(shader, "w_curve");
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uniform_wamo = shader_get_uniform(shader, "w_amount");
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uniform_rcur = shader_get_uniform(shader, "r_curve");
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uniform_ramo = shader_get_uniform(shader, "r_amount");
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uniform_gcur = shader_get_uniform(shader, "g_curve");
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uniform_gamo = shader_get_uniform(shader, "g_amount");
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uniform_bcur = shader_get_uniform(shader, "b_curve");
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uniform_bamo = shader_get_uniform(shader, "b_amount");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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inputs[| 2] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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inputs[| 3] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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inputs[| 4] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 7;
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 7,
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["Surface", true], 0, 5, 6,
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["Curve", false], 1, 2, 3, 4,
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];
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _wcur = _data[1];
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var _rcur = _data[2];
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var _gcur = _data[3];
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var _bcur = _data[4];
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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(shader);
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shader_set_uniform_f_array_safe(uniform_wcur, _wcur);
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shader_set_uniform_i(uniform_wamo, array_length(_wcur));
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shader_set_uniform_f_array_safe(uniform_rcur, _rcur);
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shader_set_uniform_i(uniform_ramo, array_length(_rcur));
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shader_set_uniform_f_array_safe(uniform_gcur, _gcur);
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shader_set_uniform_i(uniform_gamo, array_length(_gcur));
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shader_set_uniform_f_array_safe(uniform_bcur, _bcur);
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shader_set_uniform_i(uniform_bamo, array_length(_bcur));
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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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_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
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return _outSurf;
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}
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}
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