Pixel-Composer/scripts/node_blur_radial/node_blur_radial.gml

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function Node_Blur_Radial(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Radial Blur";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 2] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 3] = 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[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 6;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 6,
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["Output", true], 0, 4, 5,
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["Blur", false], 1, 2,
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];
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attribute_surface_depth();
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attribute_oversample();
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attribute_interpolation();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
var pos = getInputData(2);
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var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
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inputs[| 1].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny);
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inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _str = _data[1];
var _cen = _data[2];
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var _mask = _data[4];
var _mix = _data[5];
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_cen = array_clone(_cen);
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_cen[0] /= surface_get_width_safe(_outSurf);
_cen[1] /= surface_get_height_safe(_outSurf);
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surface_set_shader(_outSurf, sh_blur_radial);
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shader_set_interpolation(_data[0]);
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shader_set_f("dimension", surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf));
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shader_set_f("strength", abs(_str));
shader_set_f("center", _cen);
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draw_surface_safe(_data[0], 0, 0);
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surface_reset_shader();
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_outSurf = mask_apply(_data[0], _outSurf, _mask, _mix);
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return _outSurf;
}
}