function Node_Blur_Slope(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Slope 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, 4) .setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 32, 0.1 ] }) .setMappable(9); inputs[| 2] = nodeValue("Slope Map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); 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; inputs[| 6] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(3); // inputs 7, 8 ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 9] = nodeValueMap("Strength map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 10] = nodeValue("Step", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 1, 0.01] }); inputs[| 11] = nodeValue("Gamma Correction", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); input_display_list = [ 5, 6, ["Surfaces", true], 0, 3, 4, 7, 8, ["Blur", false], 2, 1, 9, 10, 11, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); attribute_interpolation(); 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_slope); shader_set_interpolation(_data[0]); shader_set_f("dimension", surface_get_dimension(_data[0])); shader_set_f_map("strength", _data[1], _data[ 9], inputs[| 1]); shader_set_f("stepSize", _data[10]); shader_set_surface("slopeMap", _data[2]); shader_set_f("slopeMapDim", surface_get_dimension(_data[2])); shader_set_i("sampleMode", struct_try_get(attributes, "oversample")); shader_set_i("gamma", _data[11]); 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; } #endregion }