Pixel-Composer/scripts/node_bloom/node_bloom.gml

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function Node_Bloom(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Bloom";
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inputs[0] = nodeValue_Surface("Surface in", self);
inputs[1] = nodeValue_Float("Size", self, 3, "Bloom blur radius.")
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 0.1] });
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inputs[2] = nodeValue_Float("Tolerance", self, 0.5, "How bright a pixel should be to start blooming.")
.setDisplay(VALUE_DISPLAY.slider);
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inputs[3] = nodeValue_Float("Strength", self, .25, "Blend intensity.")
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] });
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inputs[4] = nodeValue_Surface("Bloom mask", self);
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inputs[5] = nodeValue_Surface("Mask", self);
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inputs[6] = nodeValue_Float("Mix", self, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[7] = nodeValue_Bool("Active", self, true);
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active_index = 7;
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inputs[8] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) });
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__init_mask_modifier(5); // inputs 9, 10
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inputs[11] = nodeValue_Float("Aspect Ratio", self, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[12] = nodeValue_Rotation("Direction", self, 0);
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inputs[13] = nodeValue_Enum_Scroll("Types", self, 0, [ "Gaussian", "Zoom" ]);
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inputs[14] = nodeValue_Vec2("Zoom Origin", self, [ 0.5, 0.5 ])
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
input_display_list = [ 7, 8,
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["Surfaces", true], 0, 5, 6, 9, 10,
["Bloom", false], 1, 2, 3, 4,
["Blur", false], 13, 11, 12, 14,
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]
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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temp_surface = [ 0 ];
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attribute_surface_depth();
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surface_blur_init();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
var _typ = getSingleValue(13);
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var _hov = false;
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if(_typ == 1) { var hv = inputs[14].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; }
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return _hov;
} #endregion
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static step = function() { #region
__step_mask_modifier();
var _typ = getSingleValue(13);
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inputs[11].setVisible(_typ == 0);
inputs[12].setVisible(_typ == 0);
inputs[14].setVisible(_typ == 1);
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
var _surf = _data[0];
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var _size = _data[1];
var _tole = _data[2];
var _stre = _data[3];
var _mask = _data[4];
var _type = _data[13];
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var _ratio = _data[11];
var _angle = _data[12];
var _zoom = _data[14];
var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf);
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temp_surface[0] = surface_verify(temp_surface[0], _sw, _sh);
surface_set_shader(temp_surface[0], sh_bloom_pass);
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draw_clear_alpha(c_black, 1);
shader_set_f("size", _size);
shader_set_f("tolerance", _tole);
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shader_set_i("useMask", is_surface(_mask));
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shader_set_surface("mask", _mask);
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draw_surface_safe(_surf);
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surface_reset_shader();
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var pass1blur;
if(_type == 0) pass1blur = surface_apply_gaussian( temp_surface[0], _size, true, c_black, 1, noone, false, _ratio, _angle);
else if(_type == 1) pass1blur = surface_apply_blur_zoom(temp_surface[0], _size, _zoom[0], _zoom[1], 2, 1);
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surface_set_shader(_outSurf, sh_blend_add_alpha_adj);
shader_set_surface("fore", pass1blur);
shader_set_f("opacity", _stre);
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draw_surface_safe(_surf);
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surface_reset_shader();
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__process_mask_modifier(_data);
_outSurf = mask_apply(_surf, _outSurf, _data[5], _data[6]);
_outSurf = channel_apply(_surf, _outSurf, _data[8]);
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return _outSurf;
}
}