function Node_Blur_Contrast(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Blur contrast"; uniform_dim = shader_get_uniform(sh_blur_box_contrast, "dimension"); uniform_siz = shader_get_uniform(sh_blur_box_contrast, "size"); uniform_tes = shader_get_uniform(sh_blur_box_contrast, "treshold"); uniform_dir = shader_get_uniform(sh_blur_box_contrast, "direction"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]); inputs[| 2] = nodeValue(2, "Treshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); pass = PIXEL_SURFACE; static process_data = function(_outSurf, _data, _output_index) { var _surf = _data[0]; var _size = _data[1]; var _tres = _data[2]; var ww = surface_get_width(_surf); var hh = surface_get_height(_surf); if(is_surface(pass)) surface_size_to(pass, ww, hh); else pass = surface_create_valid(ww, hh); surface_set_target(pass); draw_clear_alpha(0, 0); BLEND_ADD shader_set(sh_blur_box_contrast); shader_set_uniform_f_array(uniform_dim, [ ww, hh ]); shader_set_uniform_f(uniform_siz, _size); shader_set_uniform_f(uniform_tes, _tres); shader_set_uniform_i(uniform_dir, 0); draw_surface_safe(_surf, 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD shader_set(sh_blur_box_contrast); shader_set_uniform_i(uniform_dir, 1); draw_surface_safe(pass, 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }