function Node_Blur_Bokeh(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Lens Blur"; shader = sh_blur_bokeh; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_str = shader_get_uniform(shader, "strength"); 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) .setDisplay(VALUE_DISPLAY.slider, [0, 16, 0.01]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static process_data = function(_outSurf, _data, _output_index, _array_index) { var _str = _data[1]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE shader_set(shader); shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0])); shader_set_uniform_f(uniform_str, _str); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }