function Node_Blur_Radial(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Radial Blur"; shader = sh_blur_radial; uniform_cen = shader_get_uniform(shader, "center"); uniform_dim = shader_get_uniform(shader, "dimension"); uniform_str = shader_get_uniform(shader, "strength"); uniform_sam = shader_get_uniform(shader, "sampleMode"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 2] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 3] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 6; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 6, ["Surface", true], 0, 3, 4, 5, ["Blur", false], 1, 2, ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { var pos = inputs[| 2].getValue(); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 1].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny); inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _str = _data[1]; var _cen = _data[2]; var _sam = _data[3]; var _mask = _data[3]; var _mix = _data[4]; _cen[0] /= surface_get_width(_outSurf); _cen[1] /= surface_get_height(_outSurf); surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f(uniform_dim, surface_get_width(_outSurf), surface_get_height(_outSurf)); shader_set_uniform_f(uniform_str, abs(_str)); shader_set_uniform_f_array_safe(uniform_cen, _cen); shader_set_uniform_i(uniform_sam, _sam); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _mask, _mix); return _outSurf; } }