function Node_Bloom(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Bloom"; uniform_size = shader_get_uniform(sh_bloom_pass1, "size"); uniform_tole = shader_get_uniform(sh_bloom_pass1, "tolerance"); 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, "Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 3] = nodeValue(3, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .25) .setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 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) { var _size = _data[1]; var _tole = _data[2]; var _stre = _data[3]; var pass1 = surface_create_valid(surface_get_width(_outSurf), surface_get_height(_outSurf)); surface_set_target(pass1); draw_clear_alpha(c_black, 1); shader_set(sh_bloom_pass1); shader_set_uniform_f(uniform_size, _size); shader_set_uniform_f(uniform_tole, _tole); draw_surface_safe(_data[0], 0, 0); shader_reset(); surface_reset_target(); pass1 = surface_apply_gaussian(pass1, _size, true, c_black, 1); surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD var uniform_foreground = shader_get_sampler_index(sh_blend_add_alpha_adj, "fore"); var uniform_opacity = shader_get_uniform(sh_blend_add_alpha_adj, "opacity"); shader_set(sh_blend_add_alpha_adj); texture_set_stage(uniform_foreground, surface_get_texture(pass1)); shader_set_uniform_f(uniform_opacity, _stre); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); surface_free(pass1); return _outSurf; } }