function Node_Dilate(_x, _y, _group = -1) : 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(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue(2, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [-3, 3, 0.01]); inputs[| 3] = nodeValue(3, "Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16); inputs[| 4] = nodeValue(4, "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" ]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ ["Surface", false], 0, 4, ["Dilate", false], 1, 2, 3, ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { var pos = inputs[| 1].getValue(); 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); } static process_data = function(_outSurf, _data, _output_index, _array_index) { surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE var center = _data[1]; var stren = _data[2]; var rad = _data[3]; var sam = _data[4]; shader_set(shader); shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]); shader_set_uniform_f_array(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); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }