Pixel-Composer/scripts/node_blur_simple/node_blur_simple.gml

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function Node_Blur_Simple(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Simple blur";
shader = sh_blur_simple;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_siz = shader_get_uniform(shader, "size");
uniform_sam = shader_get_uniform(shader, "sampleMode");
uniform_umk = shader_get_uniform(shader, "useMask");
uniform_msk = shader_get_sampler_index(shader, "mask");
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uniform_ovr = shader_get_uniform(shader, "overrideColor");
uniform_ovc = shader_get_uniform(shader, "overColor");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 1] });
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inputs[| 2] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 3] = nodeValue("Blur mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 4] = nodeValue("Override color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Replace all color while keeping the alpha. Used to\nfix grey outline when bluring transparent pixel.");
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inputs[| 5] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 6] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 7] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 8;
inputs[| 9] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
input_display_list = [ 8, 9,
["Surfaces", true], 0, 6, 7,
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["Blur", false], 1, 3, 4, 5,
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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attribute_oversample();
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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if(!is_surface(_data[0])) return _outSurf;
var _size = _data[1];
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var _samp = struct_try_get(attributes, "oversample");
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var _mask = _data[3];
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var _isovr = _data[4];
var _overc = _data[5];
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var _msk = _data[6];
var _mix = _data[7];
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inputs[| 5].setVisible(_isovr);
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
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shader_set_uniform_f(uniform_dim, surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]));
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shader_set_uniform_f(uniform_siz, _size);
shader_set_uniform_i(uniform_sam, _samp);
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shader_set_uniform_i(uniform_ovr, _isovr);
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shader_set_uniform_f_array_safe(uniform_ovc, colToVec4(_overc));
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shader_set_uniform_i(uniform_umk, is_surface(_mask));
if(is_surface(_mask))
texture_set_stage(uniform_msk, surface_get_texture(_mask));
draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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_outSurf = mask_apply(_data[0], _outSurf, _msk, _mix);
_outSurf = channel_apply(_data[0], _outSurf, _data[9]);
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return _outSurf;
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} #endregion
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}