function Node_Dilate(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Dilate"; shader = sh_dilate; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_cen = shader_get_uniform(shader, "center"); uniform_str = shader_get_uniform(shader, "strength"); uniform_rad = shader_get_uniform(shader, "radius"); uniform_sam = shader_get_uniform(shader, "sampleMode"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [-3, 3, 0.01] }); inputs[| 3] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16); inputs[| 4] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 7; inputs[| 8] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(5); // inputs 9, 10 outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 7, 8, ["Surfaces", true], 0, 5, 6, 9, 10, ["Dilate", false], 1, 2, 3, ]; attribute_surface_depth(); attribute_oversample(); attribute_interpolation(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var pos = getInputData(1); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); inputs[| 3].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny, 0, 1, THEME.anchor_scale_hori); } #endregion static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var center = _data[1]; var stren = _data[2]; var rad = _data[3]; var sam = struct_try_get(attributes, "oversample"); surface_set_shader(_outSurf, shader); shader_set_interpolation(_data[0]); shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]) ]); shader_set_uniform_f_array_safe(uniform_cen, center); shader_set_uniform_f(uniform_str, stren); shader_set_uniform_f(uniform_rad, rad); shader_set_uniform_i(uniform_sam, sam); draw_surface_safe(_data[0], 0, 0); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); _outSurf = channel_apply(_data[0], _outSurf, _data[8]); return _outSurf; } #endregion }