function Node_Blur_Directional(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Directional Blur"; inputs[| 0] = nodeValue_Surface("Surface in", self); inputs[| 1] = nodeValue_Float("Strength", self, 0.2) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] }) .setMappable(9); inputs[| 2] = nodeValue_Rotation("Direction", self, 0) .setMappable(10); inputs[| 3] = nodeValue_Surface("Mask", self); inputs[| 4] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue_Bool("Active", self, true); active_index = 5; inputs[| 6] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(3); // inputs 7, 8 ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 9] = nodeValueMap("Strength map", self); inputs[| 10] = nodeValueMap("Direction map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 11] = nodeValue_Bool("Single direction", self, false); inputs[| 12] = nodeValue_Bool("Gamma Correction", self, false); input_display_list = [ 5, 6, ["Surfaces", true], 0, 3, 4, 7, 8, ["Blur", false], 1, 9, 2, 10, 11, 12, ] outputs[| 0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var _surf = outputs[| 0].getValue(); if(is_array(_surf)) { if(array_length(_surf) == 0) return; _surf = _surf[preview_index]; } var ww = surface_get_width_safe(_surf); var hh = surface_get_height_safe(_surf); var _hov = false; var hv = inputs[| 2].drawOverlay(hover, active, _x + ww / 2 * _s, _y + hh / 2 * _s, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } #endregion static step = function() { #region __step_mask_modifier(); inputs[| 1].mappableStep(); inputs[| 2].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_shader(_outSurf, sh_blur_directional); shader_set_f("size", max(surface_get_width_safe(_data[0]), surface_get_height_safe( _data[0]))); shader_set_f_map("strength", _data[ 1], _data[ 9], inputs[| 1]); shader_set_f_map("direction", _data[ 2], _data[10], inputs[| 2]); shader_set_i("scale", _data[11]); shader_set_i("gamma", _data[12]); shader_set_i("sampleMode", struct_try_get(attributes, "oversample")); 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 }