function Node_Glow(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Glow"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Border", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 1] }); inputs[| 2] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 1] }); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 4] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 7; __init_mask_modifier(5); // inputs 8, 9, input_display_list = [ 7, ["Surfaces", true], 0, 5, 6, 8, 9, ["Glow", false], 1, 2, 3, 4, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); surface_blur_init(); attribute_surface_depth(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _border = _data[1]; var _size = _data[2]; var _stre = _data[3]; var cl = _data[4]; var pass1 = surface_create_valid(surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf), attrDepth()); surface_set_target(pass1); draw_clear_alpha(c_black, 1); shader_set(sh_outline_only); shader_set_f("dimension", [ surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf) ]); shader_set_f("borderSize", _size + _border); shader_set_f("borderColor", [ 1., 1., 1., 1. ]); if(is_surface(_data[0])) draw_surface_safe(_data[0], 0, 0); shader_reset(); surface_reset_target(); var s = surface_apply_gaussian(pass1, _size, false, c_black, 1, noone); surface_set_shader(_outSurf, sh_lum2alpha); shader_set_color("color", cl); shader_set_f("intensity", _stre); draw_surface_ext_safe(s, 0, 0, 1, 1, 0, c_white, 1); shader_reset(); BLEND_ALPHA_MULP draw_surface_safe(_data[0], 0, 0); BLEND_NORMAL surface_reset_target(); surface_free(pass1); surface_free(s); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); return _outSurf; } }