function Node_Blur_Simple(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Simple blur"; shader = sh_blur_simple; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_siz = shader_get_uniform(shader, "size"); uniform_sam = shader_get_uniform(shader, "sampleMode"); uniform_umk = shader_get_uniform(shader, "useMask"); uniform_msk = shader_get_sampler_index(shader, "mask"); uniform_ovr = shader_get_uniform(shader, "overrideColor"); uniform_ovc = shader_get_uniform(shader, "overColor"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 1] }); inputs[| 2] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 3] = nodeValue("Blur mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue("Override color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Replace all color while keeping the alpha. Used to\nfix grey outline when bluring transparent pixel."); inputs[| 5] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 6] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 7] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 8; inputs[| 9] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); input_display_list = [ 8, 9, ["Surfaces", true], 0, 6, 7, ["Blur", false], 1, 3, 4, 5, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); 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]; inputs[| 5].setVisible(_isovr); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f(uniform_dim, surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0])); shader_set_uniform_f(uniform_siz, _size); shader_set_uniform_i(uniform_sam, _samp); shader_set_uniform_i(uniform_ovr, _isovr); shader_set_uniform_f_array_safe(uniform_ovc, colToVec4(_overc)); shader_set_uniform_i(uniform_umk, is_surface(_mask)); if(is_surface(_mask)) texture_set_stage(uniform_msk, surface_get_texture(_mask)); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _msk, _mix); _outSurf = channel_apply(_data[0], _outSurf, _data[9]); return _outSurf; } #endregion }