function Node_Blur_Radial(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Radial blur"; shader = sh_blur_radial; uniform_str = shader_get_uniform(shader, "strength"); uniform_cen = shader_get_uniform(shader, "center"); uniform_blr = shader_get_uniform(shader, "blurMode"); uniform_sam = shader_get_uniform(shader, "sampleMode"); uniform_umk = shader_get_uniform(shader, "useMask"); uniform_msk = shader_get_sampler_index(shader, "mask"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2); inputs[| 2] = nodeValue(2, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 3] = nodeValue(3, "Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 4] = nodeValue(4, "Radial mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Start", "Middle", "End" ]); inputs[| 5] = nodeValue(5, "Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ ["Surface", false], 0, 3, ["Blur", false], 1, 2, 4, 5 ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { var pos = inputs[| 2].getValue(); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 1].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny, 0, 64, THEME.anchor_scale_hori); inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _str = _data[1]; var _cen = _data[2]; var _sam = _data[3]; var _blr = _data[4]; var _msk = _data[5]; _cen[0] /= surface_get_width(_outSurf); _cen[1] /= surface_get_height(_outSurf); surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(shader); shader_set_uniform_f(uniform_str, _str); shader_set_uniform_f_array(uniform_cen, _cen); shader_set_uniform_i(uniform_blr, _blr); shader_set_uniform_i(uniform_sam, _sam); shader_set_uniform_i(uniform_umk, is_surface(_msk)); if(is_surface(_msk)) texture_set_stage(uniform_msk, surface_get_texture(_msk)); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }