Pixel-Composer/scripts/node_blur_bokeh/node_blur_bokeh.gml

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function Node_Blur_Bokeh(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Lens Blur";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Float("Strength", self, 0.2))
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.setMappable(8);
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newInput(2, nodeValue_Surface("Mask", self));
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newInput(3, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(4, nodeValue_Bool("Active", self, true));
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active_index = 4;
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newInput(5, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
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__init_mask_modifier(2); // inputs 6, 7
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(8, nodeValueMap("Strength map", self));
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//////////////////////////////////////////////////////////////////////////////////////////////////
input_display_list = [ 4, 5,
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["Surfaces", true], 0, 2, 3, 6, 7,
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["Blur", false], 1, 8,
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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();
static step = function() {
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__step_mask_modifier();
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inputs[1].mappableStep();
}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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surface_set_shader(_outSurf, sh_blur_bokeh);
shader_set_f("dimension", surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]));
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shader_set_f_map("strength", _data[1], _data[8], inputs[1]);
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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[2], _data[3]);
_outSurf = channel_apply(_data[0], _outSurf, _data[5]);
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return _outSurf;
}
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}