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function Node_Blur(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "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("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 32, 0.1 ] });
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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("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[| 4] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
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inputs[| 8] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { 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("Gamma Correction", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 12] = nodeValue("Aspect Ratio", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 13] = nodeValue("Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 7, 8,
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["Surfaces", true], 0, 5, 6, 9, 10,
["Blur", false], 1, 3, 4, 11,
["Directional", true], 12, 13,
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];
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temp_surface = [ 0, 0 ];
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attribute_surface_depth();
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attribute_oversample();
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surface_blur_init();
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static step = function() { #region
__step_mask_modifier();
} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _surf = _data[0];
var _size = min(128, _data[1]);
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var _clamp = struct_try_get(attributes, "oversample");
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var _isovr = _data[3];
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var _mask = _data[5];
var _mix = _data[6];
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var _overc = _isovr? _data[4] : noone;
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var _gam = _data[11];
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var _aspc = _data[12];
var _dirr = _data[13];
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inputs[| 4].setVisible(_isovr);
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var format = surface_get_format(_surf);
var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf);
for(var i = 0; i < 2; i++)
temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh, format);
BLEND_OVERRIDE
gpu_set_tex_filter(true);
surface_set_target(temp_surface[0]);
draw_clear_alpha(c_white, false);
shader_set(sh_blur_gaussian);
shader_set_f("dimension", [ _sw, _sh ]);
shader_set_f("weight", __gaussian_get_kernel(_size));
shader_set_i("sampleMode", _clamp);
shader_set_i("size", _size);
shader_set_i("horizontal", 1);
shader_set_i("gamma", _gam);
shader_set_i("overrideColor", _overc != noone);
shader_set_f("overColor", colToVec4(_overc));
shader_set_f("angle", degtorad(_dirr));
draw_surface_safe(_surf, 0, 0);
shader_reset();
surface_reset_target();
surface_set_target(temp_surface[1]);
draw_clear_alpha(c_white, false);
var _size_v = round(_size * _aspc);
shader_set(sh_blur_gaussian);
shader_set_f("weight", __gaussian_get_kernel(_size_v));
shader_set_i("size", _size_v);
shader_set_i("horizontal", 0);
draw_surface_safe(temp_surface[0], 0, 0);
shader_reset();
surface_reset_target();
gpu_set_tex_filter(false);
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surface_set_target(_outSurf);
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draw_clear_alpha(_isovr? _overc : 0, 0);
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draw_surface(temp_surface[1], 0, 0);
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surface_reset_target();
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BLEND_NORMAL;
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _mask, _mix);
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_outSurf = channel_apply(_data[0], _outSurf, _data[8]);
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return _outSurf;
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} #endregion
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}