mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
59 lines
No EOL
2.1 KiB
Text
59 lines
No EOL
2.1 KiB
Text
function Node_create_Perlin_Smear(_x, _y) {
|
|
var node = new Node_Perlin_Smear(_x, _y);
|
|
ds_list_add(PANEL_GRAPH.nodes_list, node);
|
|
return node;
|
|
}
|
|
|
|
function Node_Perlin_Smear(_x, _y) : Node(_x, _y) constructor {
|
|
name = "Smear noise";
|
|
|
|
shader = sh_perlin_smear;
|
|
uniform_dim = shader_get_uniform(shader, "u_resolution");
|
|
uniform_pos = shader_get_uniform(shader, "position");
|
|
uniform_sca = shader_get_uniform(shader, "scale");
|
|
uniform_ite = shader_get_uniform(shader, "iteration");
|
|
uniform_bri = shader_get_uniform(shader, "bright");
|
|
|
|
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 6])
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 3] = nodeValue(3, "Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3);
|
|
|
|
inputs[| 4] = nodeValue(4, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
|
|
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
|
|
|
|
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
|
|
|
|
static update = function() {
|
|
var _dim = inputs[| 0].getValue();
|
|
var _pos = inputs[| 1].getValue();
|
|
var _sca = inputs[| 2].getValue();
|
|
var _ite = inputs[| 3].getValue();
|
|
var _bri = inputs[| 4].getValue();
|
|
|
|
var _outSurf = outputs[| 0].getValue();
|
|
if(!is_surface(_outSurf)) {
|
|
_outSurf = surface_create_valid(_dim[0], _dim[1]);
|
|
outputs[| 0].setValue(_outSurf);
|
|
} else
|
|
surface_size_to(_outSurf, _dim[0], _dim[1]);
|
|
|
|
surface_set_target(_outSurf);
|
|
shader_set(shader);
|
|
shader_set_uniform_f_array(uniform_dim, _dim);
|
|
shader_set_uniform_f_array(uniform_pos, _pos);
|
|
shader_set_uniform_f_array(uniform_sca, _sca);
|
|
shader_set_uniform_f(uniform_bri, _bri);
|
|
shader_set_uniform_i(uniform_ite, _ite);
|
|
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
|
|
shader_reset();
|
|
surface_reset_target();
|
|
}
|
|
doUpdate();
|
|
} |