Pixel-Composer/scripts/node_de_stray/node_de_stray.gml
2023-03-19 15:17:39 +07:00

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function Node_De_Stray(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "De-Stray";
shader = sh_de_stray;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_tol = shader_get_uniform(shader, "tolerance");
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 2;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 2,
["Surface", false], 0, 1,
]
attribute_surface_depth();
static process_data = function(_outSurf, _data, _output_index, _array_index) {
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE;
shader_set(shader);
shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
shader_set_uniform_f(uniform_tol, _data[1]);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL;
surface_reset_target();
return _outSurf;
}
}