function Node_Blur_Directional(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Directional Blur"; shader = sh_blur_directional; uniform_dim = shader_get_uniform(shader, "size"); uniform_str = shader_get_uniform(shader, "strength"); uniform_dir = shader_get_uniform(shader, "direction"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider, [0, 0.1, 0.001]); inputs[| 2] = nodeValue("Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; input_display_list = [ 5, ["Surface", true], 0, 3, 4, ["Blur", false], 1, 2, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { var _surf = outputs[| 0].getValue(); if(is_array(_surf)) { if(array_length(_surf) == 0) return; _surf = _surf[preview_index]; } var ww = surface_get_width(_surf); var hh = surface_get_height(_surf); inputs[| 2].drawOverlay(active, _x + ww / 2 * _s, _y + hh / 2 * _s, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _str = _data[1]; var _dir = _data[2]; var _mask = _data[3]; var _mix = _data[4]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f(uniform_dim, max(surface_get_width(_data[0]), surface_get_height( _data[1]))); shader_set_uniform_f(uniform_str, _str); shader_set_uniform_f(uniform_dir, _dir + 90); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _mask, _mix); return _outSurf; } }