Pixel-Composer/scripts/node_blur_slope/node_blur_slope.gml

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function Node_Blur_Slope(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Slope Blur";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Float("Strength", self, 4))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 32, 0.1 ] })
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.setMappable(9);
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newInput(2, nodeValue_Surface("Slope Map", self));
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newInput(3, nodeValue_Surface("Mask", self));
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newInput(4, nodeValue_Float("Mix", self, 1))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(5, nodeValue_Bool("Active", self, true));
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active_index = 5;
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newInput(6, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
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__init_mask_modifier(3); // inputs 7, 8
//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput( 9, nodeValueMap("Strength map", self));
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(10, nodeValue_Float("Step", self, 0.1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 1, 0.01] });
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newInput(11, nodeValue_Bool("Gamma Correction", self, false));
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input_display_list = [ 5, 6,
["Surfaces", true], 0, 3, 4, 7, 8,
["Blur", false], 2, 1, 9, 10, 11,
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]
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
attribute_oversample();
attribute_interpolation();
static step = function() { #region
__step_mask_modifier();
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inputs[1].mappableStep();
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} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
surface_set_shader(_outSurf, sh_blur_slope);
shader_set_interpolation(_data[0]);
shader_set_f("dimension", surface_get_dimension(_data[0]));
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shader_set_f_map("strength", _data[1], _data[ 9], inputs[1]);
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shader_set_f("stepSize", _data[10]);
shader_set_surface("slopeMap", _data[2]);
shader_set_f("slopeMapDim", surface_get_dimension(_data[2]));
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shader_set_i("sampleMode", getAttribute("oversample"));
shader_set_i("gamma", _data[11]);
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draw_surface_safe(_data[0]);
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surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]);
_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
return _outSurf;
} #endregion
}