Pixel-Composer/scripts/node_blur_slope/node_blur_slope.gml

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function Node_Blur_Slope(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Slope Blur";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 32, 0.1 ] })
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.setMappable(9);
inputs[| 2] = nodeValue("Slope Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 5;
inputs[| 6] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
__init_mask_modifier(3); // inputs 7, 8
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 9] = nodeValueMap("Strength map", self);
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 10] = nodeValue("Step", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 1, 0.01] });
input_display_list = [ 5, 6,
["Surfaces", true], 0, 3, 4, 7, 8,
["Blur", false], 2, 1, 9, 10,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
attribute_oversample();
attribute_interpolation();
static step = function() { #region
__step_mask_modifier();
inputs[| 1].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
surface_set_shader(_outSurf, sh_blur_slope);
shader_set_interpolation(_data[0]);
shader_set_f("dimension", surface_get_dimension(_data[0]));
shader_set_f_map("strength", _data[1], _data[ 9], inputs[| 1]);
shader_set_f("stepSize", _data[10]);
shader_set_surface("slopeMap", _data[2]);
shader_set_f("slopeMapDim", surface_get_dimension(_data[2]));
shader_set_i("sampleMode", struct_try_get(attributes, "oversample"));
draw_surface_safe(_data[0], 0, 0);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]);
_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
return _outSurf;
} #endregion
}