function Node_Blur(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Blur"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Int("Size", self, 3) .setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 32, 0.1 ] }); inputs[2] = nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ]) .setTooltip("How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture."); inputs[3] = nodeValue_Bool("Override color", self, false, "Replace all color while keeping the alpha. Used to\nfix grey outline when bluring transparent pixel."); inputs[4] = nodeValue_Color("Color", self, c_black); inputs[5] = nodeValue_Surface("Mask", self); inputs[6] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[7] = nodeValue_Bool("Active", self, true); active_index = 7; inputs[8] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(5); // inputs 9, 10 inputs[11] = nodeValue_Bool("Gamma Correction", self, false); inputs[12] = nodeValue_Float("Aspect Ratio", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[13] = nodeValue_Rotation("Direction", self, 0); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 7, 8, ["Surfaces", true], 0, 5, 6, 9, 10, ["Blur", false], 1, 3, 4, 11, ["Directional", true], 12, 13, ]; temp_surface = [ 0, 0 ]; attribute_surface_depth(); attribute_oversample(); surface_blur_init(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _surf = _data[0]; var _size = min(128, _data[1]); var _clamp = struct_try_get(attributes, "oversample"); var _isovr = _data[3]; var _mask = _data[5]; var _mix = _data[6]; var _overc = _isovr? _data[4] : noone; var _gam = _data[11]; var _aspc = _data[12]; var _dirr = _data[13]; inputs[4].setVisible(_isovr); if(!is_surface(_surf)) return _outSurf; var format = surface_get_format(_surf); var _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf); for(var i = 0; i < 2; i++) temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh, format); BLEND_OVERRIDE gpu_set_tex_filter(true); surface_set_target(temp_surface[0]); draw_clear_alpha(c_white, false); shader_set(sh_blur_gaussian); shader_set_f("dimension", [ _sw, _sh ]); shader_set_f("weight", __gaussian_get_kernel(_size)); shader_set_i("sampleMode", _clamp); shader_set_i("size", _size); shader_set_i("horizontal", 1); shader_set_i("gamma", _gam); shader_set_i("overrideColor", _overc != noone); shader_set_f("overColor", colToVec4(_overc)); shader_set_f("angle", degtorad(_dirr)); draw_surface_safe(_surf); shader_reset(); surface_reset_target(); surface_set_target(temp_surface[1]); draw_clear_alpha(c_white, false); var _size_v = round(_size * _aspc); shader_set(sh_blur_gaussian); shader_set_f("weight", __gaussian_get_kernel(_size_v)); shader_set_i("size", _size_v); shader_set_i("horizontal", 0); draw_surface_safe(temp_surface[0]); shader_reset(); surface_reset_target(); gpu_set_tex_filter(false); surface_set_target(_outSurf); draw_clear_alpha(_isovr? _overc : 0, 0); draw_surface_safe(temp_surface[1]); surface_reset_target(); BLEND_NORMAL; __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _mask, _mix); _outSurf = channel_apply(_data[0], _outSurf, _data[8]); return _outSurf; } #endregion }