Pixel-Composer/scripts/node_blur_contrast/node_blur_contrast.gml

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function Node_Blur_Contrast(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Blur contrast";
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shader = sh_blur_box_contrast;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_siz = shader_get_uniform(shader, "size");
uniform_tes = shader_get_uniform(shader, "treshold");
uniform_dir = shader_get_uniform(shader, "direction");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
.setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]);
inputs[| 2] = nodeValue(2, "Treshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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pass = PIXEL_SURFACE;
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static process_data = function(_outSurf, _data, _output_index) {
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var _surf = _data[0];
var _size = _data[1];
var _tres = _data[2];
var ww = surface_get_width(_surf);
var hh = surface_get_height(_surf);
if(is_surface(pass)) surface_size_to(pass, ww, hh);
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else pass = surface_create_valid(ww, hh);
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surface_set_target(pass);
draw_clear_alpha(0, 0);
BLEND_ADD
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shader_set(shader);
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shader_set_uniform_f_array(uniform_dim, [ ww, hh ]);
shader_set_uniform_f(uniform_siz, _size);
shader_set_uniform_f(uniform_tes, _tres);
shader_set_uniform_i(uniform_dir, 0);
draw_surface_safe(_surf, 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
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shader_set(shader);
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shader_set_uniform_i(uniform_dir, 1);
draw_surface_safe(pass, 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}