function Node_Blur_Contrast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Contrast Blur"; shader = sh_blur_box_contrast; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_siz = shader_get_uniform(shader, "size"); uniform_tes = shader_get_uniform(shader, "treshold"); uniform_dir = shader_get_uniform(shader, "direction"); 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("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2, "Brightness different to be blur together.") .setDisplay(VALUE_DISPLAY.slider); inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 5; input_display_list = [ 5, ["Output", true], 0, 3, 4, ["Blur", false], 1, 2, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); temp_surface = [ surface_create(1, 1) ]; attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _surf = _data[0]; var _size = _data[1]; var _tres = _data[2]; var _mask = _data[3]; var _mix = _data[4]; var ww = surface_get_width_safe(_surf); var hh = surface_get_height_safe(_surf); temp_surface[0] = surface_verify(temp_surface[0], ww, hh, attrDepth()); surface_set_target(temp_surface[0]); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f_array_safe(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 BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_i(uniform_dir, 1); draw_surface_safe(temp_surface[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _mask, _mix); return _outSurf; } #endregion }