function Node_Glow(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Glow"; shader = sh_outline_only; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_size = shader_get_uniform(shader, "borderSize"); uniform_colr = shader_get_uniform(shader, "borderColor"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Border", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [0, 4, 1]); inputs[| 2] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3) .setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]); inputs[| 4] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); 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, ["Glow", false], 1, 2, 3, 4, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); surface_blur_init(); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { var _border = _data[1]; var _size = _data[2]; var _stre = _data[3]; var cl = _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_array_safe(uniform_dim, [ surface_get_width(_outSurf), surface_get_height(_outSurf) ]); shader_set_uniform_f(uniform_size, _size + _border); shader_set_uniform_f_array_safe(uniform_colr, [ 1., 1., 1., 1. ]); if(is_surface(_data[0])) draw_surface_safe(_data[0], 0, 0); shader_reset(); surface_reset_target(); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; var s = surface_apply_gaussian(pass1, _size, false, c_black, 0); shader_set(sh_lum2alpha); shader_set_uniform_f_array_safe(shader_get_uniform(sh_lum2alpha, "color"), colToVec4(cl)); draw_surface_ext_safe(s, 0, 0, 1, 1, 0, c_white, _stre); shader_reset(); BLEND_NORMAL; draw_surface_safe(_data[0], 0, 0); surface_reset_target(); surface_free(pass1); surface_free(s); _outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]); return _outSurf; } }