function Node_Blur_Simple(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Simple blur"; shader = sh_blur_simple; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_siz = shader_get_uniform(shader, "size"); uniform_sam = shader_get_uniform(shader, "sampleMode"); uniform_umk = shader_get_uniform(shader, "useMask"); uniform_msk = shader_get_sampler_index(shader, "mask"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]); inputs[| 2] = nodeValue(2, "Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 3] = nodeValue(3, "Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); input_display_list = [ ["Surface", false], 0, 3, 2, ["Blur", false], 1, ]; 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) { if(!is_surface(_data[0])) return _outSurf; var _size = _data[1]; var _samp = _data[2]; var _mask = _data[3]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(shader); shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0])); shader_set_uniform_f(uniform_siz, _size); shader_set_uniform_i(uniform_sam, _samp); shader_set_uniform_i(uniform_umk, is_surface(_mask)); if(is_surface(_mask)) texture_set_stage(uniform_msk, surface_get_texture(_mask)); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }