function Node_Bloom(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Bloom"; shader = sh_bloom_pass; uniform_size = shader_get_uniform(shader, "size"); uniform_tole = shader_get_uniform(shader, "tolerance"); uniform_umsk = shader_get_uniform(shader, "useMask"); uniform_mask = shader_get_sampler_index(shader, "mask"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3, "Bloom blur radius.") .setDisplay(VALUE_DISPLAY.slider, [1, 32, 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, [ 0, 1, 0.01]); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .25, "Blend intensity.") .setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01]); inputs[| 4] = nodeValue("Bloom mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 7; input_display_list = [ 7, ["Output", true], 0, 5, 6, ["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 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(_outSurf), surface_get_height(_outSurf), attrDepth()); surface_set_target(pass1); draw_clear_alpha(c_black, 1); shader_set(shader); shader_set_uniform_f(uniform_size, _size); shader_set_uniform_f(uniform_tole, _tole); shader_set_uniform_i(uniform_umsk, is_surface(_mask)); texture_set_stage(uniform_mask, surface_get_texture(_mask)); draw_surface_safe(_data[0], 0, 0); shader_reset(); surface_reset_target(); var pass1blur = surface_apply_gaussian(pass1, _size, true, c_black, 1); surface_free(pass1); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; 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(pass1blur)); shader_set_uniform_f(uniform_opacity, _stre); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); return _outSurf; } }