function Node_Blur_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Shape Blur"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Blur Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Blur mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; inputs[| 6] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); inputs[| 7] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Blur", "Max" ]); __init_mask_modifier(3); // inputs 8, 9, inputs[| 10] = nodeValue("Gamma Correction", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); input_display_list = [ 5, 6, ["Surfaces", true], 0, 3, 4, 8, 9, ["Blur", false], 7, 1, 2, 10, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region if(!is_surface(_data[0])) return _outSurf; var _samp = struct_try_get(attributes, "oversample"); var _blur = _data[1]; var _mask = _data[2]; var _mode = _data[7]; var _gam = _data[9]; surface_set_shader(_outSurf, sh_blur_shape); shader_set_f("dimension", surface_get_dimension(_data[0])); shader_set_f("blurMaskDimension", surface_get_dimension(_blur)); var b = shader_set_surface("blurMask", _blur); shader_set_i("sampleMode", _samp); shader_set_i("mode", _mode); shader_set_i("mode", _mode); shader_set_i("gamma", _gam); gpu_set_tex_filter_ext(b, true); shader_set_i("useMask", is_surface(_mask)); shader_set_surface("mask", _mask); 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; } #endregion }