Pixel-Composer/scripts/node_blur_directional/node_blur_directional.gml

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function Node_Blur_Directional(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Directional blur";
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uniform_str = shader_get_uniform(sh_blur_directional, "strength");
uniform_dir = shader_get_uniform(sh_blur_directional, "direction");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider, [0, 0.1, 0.001]);
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inputs[| 2] = nodeValue(2, "Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static drawOverlay = function(active, _x, _y, _s, _mx, _my) {
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var _surf = outputs[| 0].getValue();
if(is_array(_surf)) {
if(array_length(_surf) == 0) return;
_surf = _surf[preview_index];
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}
var ww = surface_get_width(_surf);
var hh = surface_get_height(_surf);
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inputs[| 2].drawOverlay(active, _x + ww / 2 * _s, _y + hh / 2 * _s, _s, _mx, _my);
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}
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static process_data = function(_outSurf, _data, _output_index) {
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var _str = _data[1];
var _dir = _data[2];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
shader_set(sh_blur_directional);
shader_set_uniform_f(uniform_str, _str);
shader_set_uniform_f(uniform_dir, _dir + 90);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}