Pixel-Composer/scripts/node_blur_radial/node_blur_radial.gml

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function Node_create_Blur_Radial(_x, _y) {
var node = new Node_Blur_Radial(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Blur_Radial(_x, _y) : Node_Processor(_x, _y) constructor {
name = "Blur_Radial";
uniform_str = shader_get_uniform(sh_blur_radial, "strength");
uniform_cen = shader_get_uniform(sh_blur_radial, "center");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2);
inputs[| 2] = nodeValue(2, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
var pos = inputs[| 2].getValue();
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
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inputs[| 1].drawOverlay(_active, px, py, _s, _mx, _my, 0, 64, s_anchor_scale_hori);
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inputs[| 2].drawOverlay(_active, _x, _y, _s, _mx, _my);
}
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static process_data = function(_outSurf, _data, _output_index) {
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var _str = _data[1];
var _cen = _data[2];
_cen[0] /= surface_get_width(_outSurf);
_cen[1] /= surface_get_height(_outSurf);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
shader_set(sh_blur_radial);
shader_set_uniform_f(uniform_str, _str);
shader_set_uniform_f_array(uniform_cen, _cen);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}