function Node_Blur_Bokeh(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Lens Blur"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Float("Strength", self, 0.2)) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.01] }) .setMappable(8); newInput(2, nodeValue_Surface("Mask", self)); newInput(3, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(4, nodeValue_Bool("Active", self, true)); active_index = 4; newInput(5, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(2); // inputs 6, 7 ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(8, nodeValueMap("Strength map", self)); ////////////////////////////////////////////////////////////////////////////////////////////////// input_display_list = [ 4, 5, ["Surfaces", true], 0, 2, 3, 6, 7, ["Blur", false], 1, 8, ] outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { #region __step_mask_modifier(); inputs[1].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_shader(_outSurf, sh_blur_bokeh); shader_set_f("dimension", surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0])); shader_set_f_map("strength", _data[1], _data[8], inputs[1]); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]); _outSurf = channel_apply(_data[0], _outSurf, _data[5]); return _outSurf; } #endregion }