Pixel-Composer/scripts/node_blur_directional/node_blur_directional.gml

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function Node_Blur_Directional(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Directional Blur";
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inputs[0] = nodeValue_Surface("Surface in", self);
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inputs[1] = nodeValue_Float("Strength", self, 0.2)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] })
.setMappable(9);
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inputs[2] = nodeValue_Rotation("Direction", self, 0)
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.setMappable(10);
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inputs[3] = nodeValue_Surface("Mask", self);
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inputs[4] = nodeValue_Float("Mix", self, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[5] = nodeValue_Bool("Active", self, true);
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active_index = 5;
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inputs[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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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[ 9] = nodeValueMap("Strength map", self);
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inputs[10] = nodeValueMap("Direction map", self);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[11] = nodeValue_Bool("Single direction", self, false);
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inputs[12] = nodeValue_Bool("Gamma Correction", self, false);
input_display_list = [ 5, 6,
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["Surfaces", true], 0, 3, 4, 7, 8,
["Blur", false], 1, 9, 2, 10, 11, 12,
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]
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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attribute_oversample();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
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var _surf = outputs[0].getValue();
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if(is_array(_surf)) {
if(array_length(_surf) == 0) return;
_surf = _surf[preview_index];
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}
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var ww = surface_get_width_safe(_surf);
var hh = surface_get_height_safe(_surf);
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var _hov = false;
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var hv = inputs[2].drawOverlay(hover, active, _x + ww / 2 * _s, _y + hh / 2 * _s, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
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} #endregion
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static step = function() { #region
__step_mask_modifier();
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inputs[ 1].mappableStep();
inputs[ 2].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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surface_set_shader(_outSurf, sh_blur_directional);
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shader_set_f("size", max(surface_get_width_safe(_data[0]), surface_get_height_safe( _data[0])));
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shader_set_f_map("strength", _data[ 1], _data[ 9], inputs[ 1]);
shader_set_f_map("direction", _data[ 2], _data[10], inputs[ 2]);
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shader_set_i("scale", _data[11]);
shader_set_i("gamma", _data[12]);
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shader_set_i("sampleMode", struct_try_get(attributes, "oversample"));
draw_surface_safe(_data[0]);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]);
_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
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return _outSurf;
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} #endregion
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}