function Node_Blur_Contrast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Contrast Blur"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Float("Size", self, 3) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 0.1] }); inputs[2] = nodeValue_Float("Threshold", self, 0.2, "Brightness different to be blur together.") .setDisplay(VALUE_DISPLAY.slider); inputs[3] = nodeValue_Surface("Mask", self); inputs[4] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[5] = nodeValue_Bool("Active", self, true); active_index = 5; inputs[6] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(3); // inputs 7, 8 inputs[9] = nodeValue_Bool("Gamma Correction", self, false); input_display_list = [ 5, 6, ["Surfaces", true], 0, 3, 4, 7, 8, ["Blur", false], 1, 2, 9, ] outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); temp_surface = [ surface_create(1, 1) ]; attribute_surface_depth(); static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _surf = _data[0]; var _size = _data[1]; var _tres = _data[2]; var _mask = _data[3]; var _mix = _data[4]; var _gam = _data[9]; var ww = surface_get_width_safe(_surf); var hh = surface_get_height_safe(_surf); surface_set_shader(_outSurf, sh_blur_box_contrast); shader_set_f("dimension", [ ww, hh ]); shader_set_f("size", _size); shader_set_f("treshold", _tres); shader_set_i("gamma", _gam); draw_surface_safe(_surf); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _mask, _mix); _outSurf = channel_apply(_data[0], _outSurf, _data[6]); return _outSurf; } #endregion }