Pixel-Composer/scripts/node_level_selector/node_level.gml
2024-08-18 11:16:20 +07:00

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function Node_create_Level(_x, _y) {
var node = new Node_Level(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Level(_x, _y) : Node_Processor(_x, _y) constructor {
name = "Level";
uniform_black = shader_get_uniform(sh_level, "black");
uniform_white = shader_get_uniform(sh_level, "white");
newInput(| 0, NodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0));
newInput(| 1, NodeValue_Float(1, "Black", self, 0));
inputs[| 1].setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
newInput(| 2, NodeValue_Float(2, "White", self, 1));
inputs[| 2].setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
outputs[| 0] = new nodeValue_Output(0, "Surface out", self, VALUE_TYPE.surface, surface_create(1, 1));
function process_data(_outSurf, _data, _output_index) {
var _black = _data[1];
var _white = _data[2];
surface_set_target(_outSurf);
draw_clear_alpha(c_white, 0);
shader_set(sh_level);
shader_set_uniform_f(uniform_black, _black);
shader_set_uniform_f(uniform_white, _white);
draw_surface(_data[0], 0, 0);
shader_reset();
surface_reset_target();
return _outSurf;
}
}