Pixel-Composer/scripts/node_blur_bokeh/node_blur_bokeh.gml

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function Node_Blur_Bokeh(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Lens Blur";
shader = sh_blur_bokeh;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_str = shader_get_uniform(shader, "strength");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.01] });
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inputs[| 2] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 3] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 4] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 4;
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input_display_list = [ 4,
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["Output", true], 0, 2, 3,
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["Blur", false], 1,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _str = _data[1];
var _mask = _data[2];
var _mix = _data[3];
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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_str, _str);
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, _mask, _mix);
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return _outSurf;
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} #endregion
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}