2022-12-13 09:20:36 +01:00
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function Node_Blur_Contrast(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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2023-01-25 06:49:00 +01:00
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name = "Contrast Blur";
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2022-01-13 05:24:03 +01:00
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2022-12-21 02:30:23 +01:00
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shader = sh_blur_box_contrast;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_siz = shader_get_uniform(shader, "size");
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uniform_tes = shader_get_uniform(shader, "treshold");
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uniform_dir = shader_get_uniform(shader, "direction");
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2022-01-13 05:24:03 +01:00
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
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.setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]);
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2023-01-25 06:49:00 +01:00
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inputs[| 2] = nodeValue(2, "Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2, "Brightness different to be blur together.")
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2022-01-13 05:24:03 +01:00
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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2022-09-21 06:09:40 +02:00
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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2022-01-13 05:24:03 +01:00
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2022-09-21 06:09:40 +02:00
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pass = PIXEL_SURFACE;
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2022-01-13 05:24:03 +01:00
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2023-01-01 02:06:02 +01:00
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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2022-01-13 05:24:03 +01:00
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var _surf = _data[0];
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var _size = _data[1];
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var _tres = _data[2];
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var ww = surface_get_width(_surf);
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var hh = surface_get_height(_surf);
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2022-12-27 04:00:50 +01:00
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pass = surface_verify(pass, ww, hh);
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2022-01-13 05:24:03 +01:00
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surface_set_target(pass);
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draw_clear_alpha(0, 0);
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2023-01-25 06:49:00 +01:00
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BLEND_OVERRIDE
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2022-12-21 02:30:23 +01:00
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shader_set(shader);
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2022-01-13 05:24:03 +01:00
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shader_set_uniform_f_array(uniform_dim, [ ww, hh ]);
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shader_set_uniform_f(uniform_siz, _size);
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shader_set_uniform_f(uniform_tes, _tres);
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shader_set_uniform_i(uniform_dir, 0);
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draw_surface_safe(_surf, 0, 0);
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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2023-01-25 06:49:00 +01:00
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BLEND_OVERRIDE
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2022-12-21 02:30:23 +01:00
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shader_set(shader);
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2022-01-13 05:24:03 +01:00
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shader_set_uniform_i(uniform_dir, 1);
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draw_surface_safe(pass, 0, 0);
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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return _outSurf;
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}
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}
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