mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Colorize node.
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e04f17dac2
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Before Width: | Height: | Size: 11 KiB |
@ -1,35 +0,0 @@
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/new_resource-test.png-cc7641e40ff847e5aad9a8930b582cdc.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://addons/mat_maker_gd/new_resource-test.png"
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dest_files=[ "res://.import/new_resource-test.png-cc7641e40ff847e5aad9a8930b582cdc.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=1
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flags/filter=false
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=false
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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process/normal_map_invert_y=false
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stream=false
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size_limit=0
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detect_3d=false
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svg/scale=1.0
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@ -1,4 +1,4 @@
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[gd_resource type="Resource" load_steps=31 format=2]
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[gd_resource type="Resource" load_steps=34 format=2]
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[ext_resource path="res://addons/mat_maker_gd/nodes/mm_material.gd" type="Script" id=1]
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[ext_resource path="res://addons/mat_maker_gd/nodes/noise/perlin.gd" type="Script" id=2]
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@ -10,6 +10,7 @@
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[ext_resource path="res://addons/mat_maker_gd/nodes/gradient/radial_gradient.gd" type="Script" id=8]
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[ext_resource path="res://addons/mat_maker_gd/nodes/uniform/uniform.gd" type="Script" id=9]
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[ext_resource path="res://addons/mat_maker_gd/nodes/simple/image.gd" type="Script" id=10]
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[ext_resource path="res://addons/mat_maker_gd/nodes/filter/colorize.gd" type="Script" id=11]
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[sub_resource type="Resource" id=1]
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script = ExtResource( 2 )
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@ -61,7 +62,7 @@ sides = 11
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radius = SubResource( 4 )
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edge = SubResource( 3 )
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[sub_resource type="Resource" id=25]
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[sub_resource type="Resource" id=28]
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script = ExtResource( 5 )
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default_type = 5
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default_int = 0
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@ -72,8 +73,8 @@ default_color = Color( 0, 0, 0, 1 )
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[sub_resource type="Resource" id=6]
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script = ExtResource( 6 )
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graph_position = Vector2( 100, -320 )
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image = SubResource( 25 )
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graph_position = Vector2( 300, -400 )
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image = SubResource( 28 )
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postfix = "-test"
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[sub_resource type="Resource" id=9]
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@ -176,7 +177,24 @@ graph_position = Vector2( -140, -220 )
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image = SubResource( 23 )
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image_path = "/home/relintai/Projects/broken_seals/game/icon.png"
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[sub_resource type="Resource" id=26]
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script = ExtResource( 5 )
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default_type = 5
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default_int = 0
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default_float = 0.0
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default_vector2 = Vector2( 0, 0 )
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default_vector3 = Vector3( 0, 0, 0 )
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default_color = Color( 0, 0, 0, 1 )
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input_property = SubResource( 7 )
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[sub_resource type="Resource" id=27]
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script = ExtResource( 11 )
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graph_position = Vector2( 40, -300 )
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interpolation_type = 1
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points = PoolRealArray( 0, 0.171875, 1, 0, 1, 0.508474, 1, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0.015625, 1, 1 )
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image = SubResource( 26 )
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[resource]
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script = ExtResource( 1 )
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image_size = Vector2( 128, 128 )
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nodes = [ SubResource( 1 ), SubResource( 2 ), SubResource( 5 ), SubResource( 6 ), SubResource( 12 ), SubResource( 15 ), SubResource( 18 ), SubResource( 21 ), SubResource( 24 ) ]
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nodes = [ SubResource( 1 ), SubResource( 2 ), SubResource( 5 ), SubResource( 6 ), SubResource( 12 ), SubResource( 15 ), SubResource( 18 ), SubResource( 21 ), SubResource( 24 ), SubResource( 27 ) ]
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@ -23,53 +23,14 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#colorize.mmg
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#Remaps a greyscale image to a custom gradient
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# "inputs": [
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# {
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# "default": "$uv.x",
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# "label": "",
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# "longdesc": "The input greyscale image",
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# "name": "input",
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# "shortdesc": "Input",
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# "type": "f"
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# }
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# ],
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# "outputs": [
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# {
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# "longdesc": "The remapped RGBA image",
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# "rgba": "$gradient($input($uv))",
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# "shortdesc": "Output",
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# "type": "rgba"
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# }
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# ],
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# "parameters": [
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# {
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# "default": {
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# "interpolation": 1,
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# "points": [
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# {
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# "a": 1,
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# "b": 0,
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# "g": 0,
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# "pos": 0,
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# "r": 0
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# },
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# {
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# "a": 1,
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# "b": 1,
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# "g": 1,
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# "pos": 1,
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# "r": 1
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# }
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# ],
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# "type": "Gradient"
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# },
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# "label": "",
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# "longdesc": "The gradient to which the input is remapped",
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# "name": "gradient",
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# "shortdesc": "Gradient",
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# "type": "gradient"
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# }
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# ],
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#Inputs:
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#input, float, $uv.x - The input greyscale image - (Image input)
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#Outputs:
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#output (rgba) $gradient($input($uv)) - Image output
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#Parameters:
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#gradient, Gradient
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#----------------------
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#default_color.mmg
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44
game/addons/mat_maker_gd/nodes/filter/colorize.gd
Normal file
44
game/addons/mat_maker_gd/nodes/filter/colorize.gd
Normal file
@ -0,0 +1,44 @@
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tool
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extends "res://addons/mat_maker_gd/nodes/bases/gradient_base.gd"
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var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd")
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export(Resource) var image : Resource
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func _init_properties():
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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_output_property(image)
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register_input_property(image)
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func _register_methods(mm_graph_node) -> void:
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mm_graph_node.add_slot_texture_universal(image)
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mm_graph_node.add_slot_gradient()
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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 = image.get_value(uv)
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return get_gradient_color(c.r)
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func get_gradient_color(x : float) -> Color:
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if interpolation_type == 0:
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return Gradients.gradient_type_1(x, points)
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elif interpolation_type == 1:
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return Gradients.gradient_type_2(x, points)
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elif interpolation_type == 2:
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return Gradients.gradient_type_3(x, points)
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elif interpolation_type == 3:
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return Gradients.gradient_type_4(x, points)
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return Color(1, 1, 1, 1)
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@ -31,6 +31,7 @@ export(Vector3) var default_vector3 : Vector3
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export(Color) var default_color : Color
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export(Image) var default_image : Image
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var force_override : bool = false
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#This is not exported on purpose!
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var override_image : Image
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@ -202,7 +203,7 @@ func set_default_value(val):
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emit_changed()
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func get_active_image() -> Image:
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if input_property:
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if !force_override && input_property:
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return input_property.get_active_image()
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if override_image:
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