Pixel-Composer/scripts/node_glow/node_glow.gml
2022-01-13 11:24:03 +07:00

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function Node_create_Glow(_x, _y) {
var node = new Node_Glow(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Glow(_x, _y) : Node_Processor(_x, _y) constructor {
name = "Glow";
uniform_dim = shader_get_uniform(sh_outline_only, "dimension");
uniform_size = shader_get_uniform(sh_outline_only, "borderSize");
uniform_colr = shader_get_uniform(sh_outline_only, "borderColor");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Border", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [0, 4, 1]);
inputs[| 2] = nodeValue(2, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
.setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]);
inputs[| 3] = nodeValue(3, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .25)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01]);
inputs[| 4] = nodeValue(4, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
function process_data(_outSurf, _data, _output_index) {
var _border = _data[1];
var _size = _data[2];
var _stre = _data[3];
var cl = _data[4];
var pass1 = surface_create(surface_get_width(_outSurf), surface_get_height(_outSurf));
surface_set_target(pass1);
draw_clear_alpha(c_black, 1);
shader_set(sh_outline_only);
shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_outSurf), surface_get_height(_outSurf) ]);
shader_set_uniform_f(uniform_size, _size + _border);
shader_set_uniform_f_array(uniform_colr, [1.0, 1.0, 1.0, 1.0]);
if(is_surface(_data[0])) draw_surface_safe(_data[0], 0, 0);
shader_reset();
surface_reset_target();
pass1 = surface_apply_gaussian(pass1, _size, false, c_black, 1);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
shader_set(sh_remove_black);
if(is_surface(pass1)) draw_surface_ext_safe(pass1, 0, 0, 1, 1, 0, cl, _stre);
shader_reset();
if(is_surface(_data[0])) draw_surface_safe(_data[0], 0, 0);
BLEND_NORMAL
surface_reset_target();
surface_free(pass1);
return _outSurf;
}
}