function Node_create_Blur_Radial(_x, _y) { var node = new Node_Blur_Radial(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Blur_Radial(_x, _y) : Node_Processor(_x, _y) constructor { name = "Blur_Radial"; uniform_str = shader_get_uniform(sh_blur_radial, "strength"); uniform_cen = shader_get_uniform(sh_blur_radial, "center"); 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); inputs[| 2] = nodeValue(2, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1)); static drawOverlay = function(_active, _x, _y, _s, _mx, _my) { var pos = inputs[| 2].getValue(); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 1].drawOverlay(_active, px, py, _s, _mx, _my, 0, 64); inputs[| 2].drawOverlay(_active, _x, _y, _s, _mx, _my); } function process_data(_outSurf, _data, _output_index) { var _str = _data[1]; var _cen = _data[2]; _cen[0] /= surface_get_width(_outSurf); _cen[1] /= surface_get_height(_outSurf); surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD shader_set(sh_blur_radial); shader_set_uniform_f(uniform_str, _str); shader_set_uniform_f_array(uniform_cen, _cen); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }