Pixel-Composer/scripts/blurSurface/blurSurface.gml

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function surface_blur_init() {
__blur_hori = surface_create(1, 1);
__blur_vert = surface_create(1, 1);
}
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function surface_apply_gaussian(surface, size, bg = false, bg_c = c_white, sampleMode = 0, overColor = noone) {
static uni_bor = shader_get_uniform(sh_blur_gaussian, "sampleMode");
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static uni_dim = shader_get_uniform(sh_blur_gaussian, "dimension");
static uni_hor = shader_get_uniform(sh_blur_gaussian, "horizontal");
static uni_wei = shader_get_uniform(sh_blur_gaussian, "weight");
static uni_sze = shader_get_uniform(sh_blur_gaussian, "size");
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static uni_ovr = shader_get_uniform(sh_blur_gaussian, "overrideColor");
static uni_ovc = shader_get_uniform(sh_blur_gaussian, "overColor");
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var format = surface_get_format(surface)
__blur_hori = surface_verify(__blur_hori, surface_get_width(surface), surface_get_height(surface), format);
__blur_vert = surface_verify(__blur_vert, surface_get_width(surface), surface_get_height(surface), format);
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#region kernel generation
size = max(1, round(size));
var gau_array = array_create(size);
var we = 0;
var b = 0.3 * ((size - 1) * 0.5 - 1) + 0.8;
for(var i = 0; i < size; i++) {
var _x = i * .5;
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gau_array[i] = (1 / sqrt(2 * pi * b)) * exp( -sqr(_x) / (2 * sqr(b)) );
we += i? gau_array[i] * 2 : gau_array[i];
}
for(var i = 0; i < size; i++) {
gau_array[i] /= we;
}
#endregion
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BLEND_OVERRIDE;
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gpu_set_tex_filter(true);
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surface_set_target(__blur_hori);
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draw_clear_alpha(bg_c, bg);
shader_set(sh_blur_gaussian);
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shader_set_uniform_f_array_safe(uni_dim, [ surface_get_width(surface), surface_get_height(surface) ]);
shader_set_uniform_f_array_safe(uni_wei, gau_array);
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shader_set_uniform_i(uni_bor, sampleMode);
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shader_set_uniform_i(uni_sze, size);
shader_set_uniform_i(uni_hor, 1);
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shader_set_uniform_i(uni_ovr, overColor != noone);
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shader_set_uniform_f_array_safe(uni_ovc, colToVec4(overColor));
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draw_surface_safe(surface, 0, 0);
shader_reset();
surface_reset_target();
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surface_set_target(__blur_vert);
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draw_clear_alpha(bg_c, bg);
shader_set(sh_blur_gaussian);
shader_set_uniform_i(uni_hor, 0);
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draw_surface_safe(__blur_hori, 0, 0);
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shader_reset();
surface_reset_target();
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gpu_set_tex_filter(false);
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BLEND_NORMAL;
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return __blur_vert;
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}