Pixel-Composer/scripts/node_blur_contrast/node_blur_contrast.gml

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function Node_Blur_Contrast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Contrast Blur";
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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("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2, "Brightness different to be blur together.")
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 5;
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inputs[| 6] = 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(3); // inputs 7, 8
input_display_list = [ 5, 6,
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["Surfaces", true], 0, 3, 4, 7, 8,
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["Blur", false], 1, 2,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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temp_surface = [ surface_create(1, 1) ];
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attribute_surface_depth();
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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 = _data[1];
var _tres = _data[2];
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var _mask = _data[3];
var _mix = _data[4];
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var ww = surface_get_width_safe(_surf);
var hh = surface_get_height_safe(_surf);
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temp_surface[0] = surface_verify(temp_surface[0], ww, hh, attrDepth());
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surface_set_shader(temp_surface[0], sh_blur_box_contrast);
shader_set_surface("baseSurface", _surf);
shader_set_f("dimension", [ ww, hh ]);
shader_set_f("size", _size);
shader_set_f("treshold", _tres);
shader_set_i("direction", 0);
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draw_surface_safe(_surf, 0, 0);
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surface_reset_shader();
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surface_set_shader(_outSurf, sh_blur_box_contrast);
shader_set(sh_blur_box_contrast);
shader_set_i("direction", 1);
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draw_surface_safe(temp_surface[0], 0, 0);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _mask, _mix);
_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
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return _outSurf;
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} #endregion
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}