function Node_Blur_Simple(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Non-Uniform Blur"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Float("Size", self, 3)) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 0.1] }); newInput(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("Blur mask", self)); newInput(4, nodeValue_Bool("Override color", self, false, "Replace all color while keeping the alpha. Used to\nfix grey outline when bluring transparent pixel.")); newInput(5, nodeValue_Color("Color", self, c_black)); newInput(6, nodeValue_Surface("Mask", self)); newInput(7, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(8, nodeValue_Bool("Active", self, true)); active_index = 8; newInput(9, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(6); // inputs 10, 11, newInput(12, nodeValue_Gradient("Gradient", self, new gradientObject([ cola(c_black), cola(c_white) ]))) .setMappable(13); newInput(13, nodeValueMap("Gradient map", self)); newInput(14, nodeValueGradientRange("Gradient map range", self, inputs[1])); newInput(15, nodeValue_Bool("Use Gradient", self, false)); newInput(16, nodeValue_Bool("Gamma Correction", self, false)); input_display_list = [ 8, 9, ["Surfaces", true], 0, 6, 7, 10, 11, ["Blur", false], 1, 3, 4, 5, 16, ["Effects", false, 15], 12, 13, 14, ]; outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); static step = function() { #region __step_mask_modifier(); inputs[12].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region if(!is_surface(_data[0])) return _outSurf; var _size = _data[1]; var _samp = struct_try_get(attributes, "oversample"); var _mask = _data[3]; var _isovr = _data[4]; var _overc = _data[5]; var _msk = _data[6]; var _mix = _data[7]; var _useGrd = _data[15]; var _gam = _data[16]; inputs[5].setVisible(_isovr); surface_set_shader(_outSurf, sh_blur_simple); shader_set_i("useGradient", _useGrd); shader_set_gradient(_data[12], _data[13], _data[14], inputs[12]); shader_set_f("dimension", surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0])); shader_set_f("size", _size); shader_set_i("sampleMode", _samp); shader_set_i("gamma", _gam); shader_set_i("overrideColor", _isovr); shader_set_color("overColor", _overc); 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, _msk, _mix); _outSurf = channel_apply(_data[0], _outSurf, _data[9]); return _outSurf; } #endregion }