globalvar GAUSSIAN_COEFF; GAUSSIAN_COEFF = {}; function surface_blur_init() { __blur_hori = surface_create(1, 1); __blur_vert = surface_create(1, 1); } function __gaussian_get_kernel(size) { size = max(1, round(size)); if(struct_has(GAUSSIAN_COEFF, size)) return GAUSSIAN_COEFF[$ size]; var gau_array = array_create(size); var we = 0; var b = 0.3 * ((size - 1) * 0.5 - 1) + 0.8; for(var i = 0; i < size; i++) { var _x = i * .5; gau_array[i] = (1 / sqrt(2 * pi * b)) * exp( -sqr(_x) / (2 * sqr(b)) ); we += i? gau_array[i] * 2 : gau_array[i]; } for(var i = 0; i < size; i++) gau_array[i] /= we; GAUSSIAN_COEFF[$ size] = gau_array; return gau_array; } function surface_apply_gaussian(surface, size, bg = false, bg_c = c_white, sampleMode = 0, overColor = noone, gamma = false, ratio = 1, angle = 0) { var format = surface_get_format(surface); var _sw = surface_get_width_safe(surface); var _sh = surface_get_height_safe(surface); __blur_hori = surface_verify(__blur_hori, _sw, _sh, format); __blur_vert = surface_verify(__blur_vert, _sw, _sh, format); size = min(size, 128); var gau_array = __gaussian_get_kernel(size); BLEND_OVERRIDE gpu_set_tex_filter(true); surface_set_target(__blur_hori); draw_clear_alpha(bg_c, bg); shader_set(sh_blur_gaussian); shader_set_f("dimension", [ _sw, _sh ]); shader_set_f("weight", gau_array); shader_set_i("sampleMode", sampleMode); shader_set_i("size", size); shader_set_i("horizontal", 1); shader_set_i("gamma", gamma); shader_set_f("angle", degtorad(angle)); shader_set_i("overrideColor", overColor != noone); shader_set_f("overColor", colToVec4(overColor)); draw_surface_safe(surface); shader_reset(); surface_reset_target(); surface_set_target(__blur_vert); draw_clear_alpha(bg_c, bg); var _size_v = round(size * ratio); shader_set(sh_blur_gaussian); shader_set_f("weight", __gaussian_get_kernel(_size_v)); shader_set_i("size", _size_v); shader_set_i("horizontal", 0); draw_surface_safe(__blur_hori); shader_reset(); surface_reset_target(); gpu_set_tex_filter(false); BLEND_NORMAL; return __blur_vert; } function surface_apply_blur_zoom(surface, size, origin_x, origin_y, blurMode = 0, sampleMode = 0) { var format = surface_get_format(surface); var _sw = surface_get_width_safe(surface); var _sh = surface_get_height_safe(surface); __blur_hori = surface_verify(__blur_hori, _sw, _sh, format); size = min(size, 128) / 128; var gau_array = __gaussian_get_kernel(size); surface_set_shader(__blur_hori, sh_blur_zoom); shader_set_f("center", origin_x / _sw, origin_y / _sh); shader_set_f_map("strength", size); shader_set_i("blurMode", blurMode); shader_set_i("sampleMode", sampleMode); shader_set_i("gamma", 0); draw_surface_safe(surface); surface_reset_shader(); return __blur_hori; }