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Decompose node.
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104
game/addons/mat_maker_gd/nodes/filter/decompose.gd
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104
game/addons/mat_maker_gd/nodes/filter/decompose.gd
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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 NoiseVoronoi = preload("res://addons/mat_maker_gd/nodes/common/noise_voronoi.gd")
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export(Resource) var input : Resource
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export(Resource) var out_r : Resource
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export(Resource) var out_g : Resource
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export(Resource) var out_b : Resource
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export(Resource) var out_a : 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 = ">>> Input "
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if !out_r:
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out_r = MMNodeUniversalProperty.new()
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out_r.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_r.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_g:
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out_g = MMNodeUniversalProperty.new()
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out_g.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_g.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_b:
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out_b = MMNodeUniversalProperty.new()
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out_b.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_b.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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if !out_a:
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out_a = MMNodeUniversalProperty.new()
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out_a.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE
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out_a.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE
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register_input_property(input)
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register_output_property(out_r)
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register_output_property(out_g)
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register_output_property(out_b)
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register_output_property(out_a)
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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(out_r)
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mm_graph_node.add_slot_texture_universal(out_g)
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mm_graph_node.add_slot_texture_universal(out_b)
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mm_graph_node.add_slot_texture_universal(out_a)
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func _render(material) -> void:
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var img_r : Image = Image.new()
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var img_g : Image = Image.new()
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var img_b : Image = Image.new()
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var img_a : Image = Image.new()
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img_r.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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img_g.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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img_b.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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img_a.create(material.image_size.x, material.image_size.y, false, Image.FORMAT_RGBA8)
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img_r.lock()
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img_g.lock()
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img_b.lock()
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img_a.lock()
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var w : float = material.image_size.x
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var h : float = material.image_size.y
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var pseed : float = randf() + randi()
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for x in range(material.image_size.x):
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for y in range(material.image_size.y):
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var uv : Vector2 = Vector2(x / w, y / h)
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var c : Color = input.get_value(uv)
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img_r.set_pixel(x, y, Color(c.r, c.r, c.r, 1))
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img_g.set_pixel(x, y, Color(c.g, c.g, c.g, 1))
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img_b.set_pixel(x, y, Color(c.b, c.b, c.b, 1))
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img_a.set_pixel(x, y, Color(c.a, c.a, c.a, c.a))
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img_r.unlock()
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img_g.unlock()
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img_b.unlock()
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img_a.unlock()
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out_r.set_value(img_r)
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out_g.set_value(img_g)
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out_b.set_value(img_b)
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out_a.set_value(img_a)
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func get_value_for(uv : Vector2, pseed : int) -> Color:
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return Color()
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