function Node_Blur_Radial(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Radial Blur"; newInput(0, nodeValue_Surface("Surface in", self)); inputs[1] = nodeValue_Rotation("Strength", self, 45) .setMappable(10); inputs[2] = nodeValue_Vec2("Center", self, [ 0.5, 0.5 ]) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); inputs[3] = nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ]) .setTooltip("How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture."); newInput(4, nodeValue_Surface("Mask", self)); inputs[5] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); newInput(6, nodeValue_Bool("Active", self, true)); active_index = 6; newInput(7, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(4); // inputs 8, 9, ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(10, nodeValueMap("Strength map", self)); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(11, nodeValue_Bool("Gamma Correction", self, false)); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 6, 7, ["Surfaces", true], 0, 4, 5, 8, 9, ["Blur", false], 1, 10, 2, 11, ]; attribute_surface_depth(); attribute_oversample(); attribute_interpolation(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var pos = getInputData(2); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var _hov = false; var hv = inputs[1].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= hv; var hv = inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } #endregion static step = function() { #region __step_mask_modifier(); inputs[1].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _cen = _data[2]; _cen = array_clone(_cen); _cen[0] /= surface_get_width_safe(_outSurf); _cen[1] /= surface_get_height_safe(_outSurf); surface_set_shader(_outSurf, sh_blur_radial); shader_set_interpolation(_data[0]); shader_set_f("dimension", surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf)); shader_set_f_map("strength", _data[1], _data[10], inputs[1]); shader_set_2("center", _cen); shader_set_f("gamma", _data[11]); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]); _outSurf = channel_apply(_data[0], _outSurf, _data[7]); return _outSurf; } }