mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
61 lines
2 KiB
Text
61 lines
2 KiB
Text
function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
|
|
name = "Threshold";
|
|
|
|
shader = sh_threshold;
|
|
uniform_mde = shader_get_uniform(shader, "mode");
|
|
uniform_thr = shader_get_uniform(shader, "thr");
|
|
uniform_smt = shader_get_uniform(shader, "smooth");
|
|
|
|
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
|
|
|
inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
|
.setDisplay(VALUE_DISPLAY.enum_button, [ "Brightness", "Alpha" ]);
|
|
|
|
inputs[| 2] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
|
|
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
|
|
|
|
inputs[| 3] = nodeValue("Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
|
|
|
|
inputs[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
|
|
|
inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
|
|
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
|
|
|
|
inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
|
|
active_index = 6;
|
|
|
|
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
|
|
|
input_display_list = [ 6,
|
|
["Output", true], 0, 4, 5,
|
|
["Threshold", false], 1, 2, 3,
|
|
];
|
|
|
|
attribute_surface_depth();
|
|
|
|
static process_data = function(_outSurf, _data, _output_index, _array_index) {
|
|
var _mode = _data[1];
|
|
var _thr = _data[2];
|
|
var _smt = _data[3];
|
|
|
|
surface_set_target(_outSurf);
|
|
DRAW_CLEAR
|
|
BLEND_OVERRIDE;
|
|
|
|
shader_set(shader);
|
|
shader_set_uniform_i(uniform_mde, _mode);
|
|
shader_set_uniform_f(uniform_thr, _thr);
|
|
shader_set_uniform_f(uniform_smt, _smt);
|
|
|
|
draw_surface_safe(_data[0], 0, 0);
|
|
shader_reset();
|
|
|
|
BLEND_NORMAL;
|
|
surface_reset_target();
|
|
|
|
_outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]);
|
|
|
|
return _outSurf;
|
|
}
|
|
}
|