function Node_Convolution(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Convolution"; newInput(0, nodeValue_Surface("Surface in", self)); inputs[1] = nodeValue_Float("Kernel", self, array_create(9)) .setDisplay(VALUE_DISPLAY.matrix, { size: 3 }); inputs[2] = 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(3, nodeValue_Surface("Mask", self)); inputs[4] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); newInput(5, nodeValue_Bool("Active", self, true)); active_index = 5; newInput(6, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(3); // inputs 7, 8, outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 5, 6, ["Surfaces", true], 0, 3, 4, 7, 8, ["Kernel", false], 1, ]; attribute_surface_depth(); attribute_oversample(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _ker = _data[1]; var _sam = struct_try_get(attributes, "oversample"); surface_set_shader(_outSurf, sh_convolution); shader_set_f("dimension", surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf)); shader_set_f("kernel", _ker); shader_set_i("sampleMode", _sam); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]); _outSurf = channel_apply(_data[0], _outSurf, _data[6]); return _outSurf; } }