Pixel-Composer/scripts/node_bloom/node_bloom.gml

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function Node_Bloom(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Bloom";
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shader = sh_bloom_pass;
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uniform_size = shader_get_uniform(shader, "size");
uniform_tole = shader_get_uniform(shader, "tolerance");
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uniform_umsk = shader_get_uniform(shader, "useMask");
uniform_mask = shader_get_sampler_index(shader, "mask");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3, "Bloom blur radius.")
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.setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]);
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inputs[| 2] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5, "How bright a pixel should be to start blooming.")
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .25, "Blend intensity.")
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01]);
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inputs[| 4] = nodeValue("Bloom mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
input_display_list = [ 7,
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["Output", true], 0, 5, 6,
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["Bloom", false], 1, 2, 3, 4,
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]
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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surface_blur_init();
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _size = _data[1];
var _tole = _data[2];
var _stre = _data[3];
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var _mask = _data[4];
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var pass1 = surface_create_valid(surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf), attrDepth());
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surface_set_target(pass1);
draw_clear_alpha(c_black, 1);
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shader_set(shader);
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shader_set_uniform_f(uniform_size, _size);
shader_set_uniform_f(uniform_tole, _tole);
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shader_set_uniform_i(uniform_umsk, is_surface(_mask));
texture_set_stage(uniform_mask, surface_get_texture(_mask));
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draw_surface_safe(_data[0], 0, 0);
shader_reset();
surface_reset_target();
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var pass1blur = surface_apply_gaussian(pass1, _size, true, c_black, 1);
surface_free(pass1);
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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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);
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texture_set_stage(uniform_foreground, surface_get_texture(pass1blur));
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shader_set_uniform_f(uniform_opacity, _stre);
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, _data[5], _data[6]);
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return _outSurf;
}
}