function Node_Bloom(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Bloom"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Float("Size", self, 3, "Bloom blur radius.")) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 0.1] }); newInput(2, nodeValue_Float("Tolerance", self, 0.5, "How bright a pixel should be to start blooming.")) .setDisplay(VALUE_DISPLAY.slider); newInput(3, nodeValue_Float("Strength", self, .25, "Blend intensity.")) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] }); newInput(4, nodeValue_Surface("Bloom mask", self)); newInput(5, nodeValue_Surface("Mask", self)); newInput(6, nodeValue_Float("Mix", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(7, nodeValue_Bool("Active", self, true)); active_index = 7; newInput(8, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) })); __init_mask_modifier(5); // inputs 9, 10 newInput(11, nodeValue_Float("Aspect Ratio", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(12, nodeValue_Rotation("Direction", self, 0)); newInput(13, nodeValue_Enum_Scroll("Types", self, 0, [ "Gaussian", "Zoom" ])); newInput(14, nodeValue_Vec2("Zoom Origin", self, [ 0.5, 0.5 ])) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); input_display_list = [ 7, 8, ["Surfaces", true], 0, 5, 6, 9, 10, ["Bloom", false], 1, 2, 3, 4, ["Blur", false], 13, 11, 12, 14, ] newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); newOutput(1, nodeValue_Output("Bloom Mask", self, VALUE_TYPE.surface, noone)); temp_surface = [ 0 ]; attribute_surface_depth(); surface_blur_init(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _typ = getSingleValue(13); var _hov = false; if(_typ == 1) { var hv = inputs[14].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; } return _hov; } static step = function() { __step_mask_modifier(); var _typ = getSingleValue(13); inputs[11].setVisible(_typ == 0); inputs[12].setVisible(_typ == 0); inputs[14].setVisible(_typ == 1); } static processData = function(_outData, _data, _output_index, _array_index) { var _surf = _data[0]; var _size = _data[1]; var _tole = _data[2]; var _stre = _data[3]; var _mask = _data[4]; var _type = _data[13]; var _ratio = _data[11]; var _angle = _data[12]; var _zoom = _data[14]; var _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf); temp_surface[0] = surface_verify(temp_surface[0], _sw, _sh); var _outSurf = surface_verify(_outData[0], _sw, _sh); var _maskSurf = surface_verify(_outData[1], _sw, _sh); surface_set_shader(temp_surface[0], 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(_surf); surface_reset_shader(); var pass1blur; if(_type == 0) pass1blur = surface_apply_gaussian( temp_surface[0], _size, true, c_black, 1, noone, false, _ratio, _angle); else if(_type == 1) pass1blur = surface_apply_blur_zoom(temp_surface[0], _size, _zoom[0], _zoom[1], 2, 1); surface_set_shader(_outSurf, sh_blend_add_alpha_adj); shader_set_surface("fore", pass1blur); shader_set_f("opacity", _stre); draw_surface_safe(_surf); surface_reset_shader(); surface_set_shader(_maskSurf, noone); draw_surface_safe(pass1blur); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_surf, _outSurf, _data[5], _data[6]); _outSurf = channel_apply(_surf, _outSurf, _data[8]); return [ _outSurf, _maskSurf ]; } }