Pixel-Composer/scripts/node_chromatic_aberration/node_chromatic_aberration.gml
2024-06-24 18:49:54 +07:00

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function Node_Chromatic_Aberration(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Chromatic Aberration";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [-16, 16, 0.01] })
.setMappable(4);
inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 4] = nodeValueMap("Strength map", self);
//////////////////////////////////////////////////////////////////////////////////////////////////
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 3,
["Surface", false], 0,
["Effect", false], 1, 2, 4,
]
attribute_surface_depth();
attribute_interpolation();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
var pos = getInputData(1);
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
} #endregion
static step = function() { #region
inputs[| 2].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
surface_set_shader(_outSurf, sh_chromatic_aberration);
shader_set_interpolation(_data[0]);
shader_set_f("dimension", surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]));
shader_set_2("center", _data[1]);
shader_set_f_map("strength", _data[2], _data[4], inputs[| 2]);
draw_surface_safe(_data[0]);
surface_reset_shader();
return _outSurf;
} #endregion
}