function Node_Blur(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Blur"; 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("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[| 3] = nodeValue("Override color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Replace all color while keeping the alpha. Used to\nfix grey outline when bluring transparent pixel."); inputs[| 4] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); 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, ["Blur", false], 1, 3, 4, ]; attribute_surface_depth(); attribute_oversample(); surface_blur_init(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _size = _data[1]; var _clamp = struct_try_get(attributes, "oversample"); var _isovr = _data[3]; var _mask = _data[5]; var _mix = _data[6]; var _overc = _isovr? _data[4] : noone; inputs[| 4].setVisible(_isovr); surface_set_target(_outSurf); draw_clear_alpha(_isovr? _overc : 0, 0); BLEND_OVERRIDE; draw_surface_safe(surface_apply_gaussian(_data[0], _size, false, c_white, _clamp, _overc), 0, 0); BLEND_NORMAL; surface_reset_target(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _mask, _mix); _outSurf = channel_apply(_data[0], _outSurf, _data[8]); return _outSurf; } #endregion }