function Node_Convolution(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Convolution"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Matrix("Kernel", self, new Matrix(3))); 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("Mask", self)); newInput(4, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(5, nodeValue_Bool("Active", self, true)); active_index = 5; newInput(6, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(3); // inputs 7, 8, newInput(9, nodeValue_Bool("Normalize", self, false)); newInput(10, nodeValue_Int("Size", self, 3)) .setValidator(VV_clamp(3, 16)) newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ 5, 6, ["Surfaces", true], 0, 3, 4, 7, 8, ["Kernel", false], 10, 1, 9, ]; attribute_surface_depth(); attribute_oversample(); static step = function() { __step_mask_modifier(); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _ker = _data[1]; var _nrm = _data[9]; var _siz = max(3, _data[10]); _ker.setSize(_siz); var _dat = _ker.raw; surface_set_shader(_outSurf, sh_convolution, true, BLEND.over); shader_set_i("sampleMode", getAttribute("oversample")); shader_set_dim("dimension", _outSurf); shader_set_f("kernel", _dat); shader_set_i("size", _siz); shader_set_i("normalized", _nrm); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]); _outSurf = channel_apply(_data[0], _outSurf, _data[6]); return _outSurf; } }