function Node_Bloom(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Bloom"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3, "Bloom blur radius.") .setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 0.1] }); inputs[| 2] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5, "How bright a pixel should be to start blooming.") .setDisplay(VALUE_DISPLAY.slider); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .25, "Blend intensity.") .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] }); inputs[| 4] = nodeValue("Bloom mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 7; inputs[| 8] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(5); // inputs 9, 10 input_display_list = [ 7, 8, ["Surfaces", true], 0, 5, 6, 9, 10, ["Bloom", false], 1, 2, 3, 4, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); surface_blur_init(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _size = _data[1]; var _tole = _data[2]; var _stre = _data[3]; var _mask = _data[4]; var pass1 = surface_create_valid(surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf), attrDepth()); surface_set_shader(pass1, sh_bloom_pass); draw_clear_alpha(c_black, 1); shader_set_f("size", _size); shader_set_f("tolerance", _tole); shader_set_i("useMask", is_surface(_mask)); shader_set_surface("mask", _mask); draw_surface_safe(_data[0]); surface_reset_shader(); var pass1blur = surface_apply_gaussian(pass1, _size, true, c_black, 1); surface_free(pass1); surface_set_shader(_outSurf, sh_blend_add_alpha_adj); shader_set_surface("fore", pass1blur); shader_set_f("opacity", _stre); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); _outSurf = channel_apply(_data[0], _outSurf, _data[8]); return _outSurf; } }