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Swap channels node.
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commit
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111
game/addons/mat_maker_gd/nodes/filter/swap_channels.gd
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111
game/addons/mat_maker_gd/nodes/filter/swap_channels.gd
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@ -0,0 +1,111 @@
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tool
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extends MMNode
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var Filter = preload("res://addons/mat_maker_gd/nodes/common/filter.gd")
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export(Resource) var image : Resource
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export(Resource) var input : Resource
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export(int, "0,1,R,-R,G,-G,B,-B,A,-A") var op_r : int = 2
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export(int, "0,1,R,-R,G,-G,B,-B,A,-A") var op_g : int = 4
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export(int, "0,1,R,-R,G,-G,B,-B,A,-A") var op_b : int = 6
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export(int, "0,1,R,-R,G,-G,B,-B,A,-A") var op_a : int = 8
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func _init_properties():
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if !input:
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input = MMNodeUniversalProperty.new()
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input.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_COLOR
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input.set_default_value(Color(0, 0, 0, 1))
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input.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_UNIVERSAL
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input.slot_name = ">>> Input "
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if !image:
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image = MMNodeUniversalProperty.new()
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image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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#image.input_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_FLOAT
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image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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#image.force_override = true
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register_input_property(input)
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register_output_property(image)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_label_universal(input)
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_enum("get_op_r", "set_op_r", "R", [ "0", "1", "R", "-R", "G", "-G", "B", "-B", "A","-A" ])
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mm_graph_node.add_slot_enum("get_op_g", "set_op_g", "G", [ "0", "1", "R", "-R", "G", "-G", "B", "-B", "A","-A" ])
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mm_graph_node.add_slot_enum("get_op_b", "set_op_b", "B", [ "0", "1", "R", "-R", "G", "-G", "B", "-B", "A","-A" ])
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mm_graph_node.add_slot_enum("get_op_a", "set_op_a", "A", [ "0", "1", "R", "-R", "G", "-G", "B", "-B", "A","-A" ])
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func _render(material) -> void:
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var img : Image = render_image(material)
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image.set_value(img)
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func apply(op : int, val : Color) -> float:
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if op == 0:
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return 0.0
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elif op == 1:
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return 1.0
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elif op == 2:
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return val.r
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elif op == 3:
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return 1.0 - val.r
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elif op == 4:
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return val.g
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elif op == 5:
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return 1.0 - val.g
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elif op == 6:
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return val.b
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elif op == 7:
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return 1.0 - val.b
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elif op == 8:
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return val.a
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elif op == 9:
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return 1.0 - val.a
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return 0.0
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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var c : Color = input.get_value(uv)
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return Color(apply(op_r, c), apply(op_g, c), apply(op_b, c), apply(op_a, c))
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#op_r
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func get_op_r() -> int:
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return op_r
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func set_op_r(val : int) -> void:
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op_r = val
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set_dirty(true)
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#op_g
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func get_op_g() -> int:
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return op_g
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func set_op_g(val : int) -> void:
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op_g = val
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set_dirty(true)
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#op_b
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func get_op_b() -> int:
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return op_b
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func set_op_b(val : int) -> void:
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op_b = val
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set_dirty(true)
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#op_a
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func get_op_a() -> int:
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return op_a
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func set_op_a(val : int) -> void:
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op_a = val
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set_dirty(true)
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