Pixel-Composer/scripts/node_bloom/node_bloom.gml

65 lines
2.1 KiB
Text
Raw Normal View History

2022-01-13 05:24:03 +01:00
function Node_create_Bloom(_x, _y) {
var node = new Node_Bloom(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Bloom(_x, _y) : Node_Processor(_x, _y) constructor {
name = "Bloom";
uniform_size = shader_get_uniform(sh_bloom_pass1, "size");
uniform_tole = shader_get_uniform(sh_bloom_pass1, "tolerance");
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, "Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
inputs[| 3] = nodeValue(3, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .25)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01]);
2022-09-21 06:09:40 +02:00
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
2022-01-13 05:24:03 +01:00
2022-01-18 05:31:19 +01:00
static process_data = function(_outSurf, _data, _output_index) {
2022-01-13 05:24:03 +01:00
var _size = _data[1];
var _tole = _data[2];
var _stre = _data[3];
2022-11-03 11:44:49 +01:00
var pass1 = surface_create_valid(surface_get_width(_outSurf), surface_get_height(_outSurf));
2022-01-13 05:24:03 +01:00
surface_set_target(pass1);
draw_clear_alpha(c_black, 1);
shader_set(sh_bloom_pass1);
shader_set_uniform_f(uniform_size, _size);
shader_set_uniform_f(uniform_tole, _tole);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
surface_reset_target();
pass1 = surface_apply_gaussian(pass1, _size, true, c_black, 1);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
var uniform_foreground = shader_get_sampler_index(sh_blend_add_alpha_adj, "fore");
var uniform_opacity = shader_get_uniform(sh_blend_add_alpha_adj, "opacity");
shader_set(sh_blend_add_alpha_adj);
texture_set_stage(uniform_foreground, surface_get_texture(pass1));
shader_set_uniform_f(uniform_opacity, _stre);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
surface_free(pass1);
return _outSurf;
}
}