function Node_create_Blur_Directional(_x, _y) { var node = new Node_Blur_Directional(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Blur_Directional(_x, _y) : Node_Processor(_x, _y) constructor { name = "Directional blur"; uniform_str = shader_get_uniform(sh_blur_directional, "strength"); uniform_dir = shader_get_uniform(sh_blur_directional, "direction"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider, [0, 0.1, 0.001]); inputs[| 2] = nodeValue(2, "Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static drawOverlay = function(active, _x, _y, _s, _mx, _my) { var _surf = outputs[| 0].getValue(); if(is_array(_surf)) { if(array_length(_surf) == 0) return; _surf = _surf[preview_index]; } var ww = surface_get_width(_surf); var hh = surface_get_height(_surf); inputs[| 2].drawOverlay(active, _x + ww / 2 * _s, _y + hh / 2 * _s, _s, _mx, _my); } static process_data = function(_outSurf, _data, _output_index) { var _str = _data[1]; var _dir = _data[2]; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD shader_set(sh_blur_directional); shader_set_uniform_f(uniform_str, _str); shader_set_uniform_f(uniform_dir, _dir + 90); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }