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Invert node.
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@ -585,24 +585,13 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#invert.mmg
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#A filter that inverts the R, G, and B channels of its input while keeping the A channel unchanged
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# "inputs": [
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# {
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# "default": "vec4(1.0, 1.0, 1.0, 1.0)",
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# "label": "",
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# "longdesc": "The input image",
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# "name": "in",
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# "shortdesc": "Input",
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# "type": "rgba"
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# }
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# ],
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# "outputs": [
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# {
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# "longdesc": "Shows the inverted image",
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# "rgba": "vec4(vec3(1.0)-$in($uv).rgb, $in($uv).a)",
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# "shortdesc": "Output",
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# "type": "rgba"
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# }
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# ],
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#Outputs:
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#Output - (rgba)
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#vec4(vec3(1.0)-$in($uv).rgb, $in($uv).a)
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#Inputs:
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#input, rgba, default vec4(1.0, 1.0, 1.0, 1.0)
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#----------------------
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#normal_map.mmg
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@ -4311,7 +4300,6 @@ static func grayscale_luminosity(c : Vector3) -> float:
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static func invert(color : Color) -> Color:
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return Color(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a);
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#vec3 blend_normal(vec2 uv, vec3 c1, vec3 c2, float opacity) {\n\t
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# return opacity*c1 + (1.0-opacity)*c2;\n
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#}
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42
game/addons/mat_maker_gd/nodes/filter/invert.gd
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42
game/addons/mat_maker_gd/nodes/filter/invert.gd
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@ -0,0 +1,42 @@
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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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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 = ">>> Input1 "
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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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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 get_value_for(uv : Vector2, pseed : int) -> Color:
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var c : Color = input.get_value(uv)
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return Filter.invert(c)
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