function Node_Blur_Bokeh(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Lens Blur"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.01] }) .setMappable(8); inputs[| 2] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 3] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 4] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 4; inputs[| 5] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(2); // inputs 6, 7 ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 8] = nodeValueMap("Strength map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// input_display_list = [ 4, 5, ["Surfaces", true], 0, 2, 3, 6, 7, ["Blur", false], 1, 8, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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], 0, 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 }