function Node_Convolution(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Convolution"; shader = sh_convolution; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_ker = shader_get_uniform(shader, "kernel"); uniform_sam = shader_get_uniform(shader, "sampleMode"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Kernel", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, array_create(9)) .setDisplay(VALUE_DISPLAY.kernel); inputs[| 2] = nodeValue(2, "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" ]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ ["Surface", false], 0, 2, ["Kernel", false], 1, ]; static process_data = function(_outSurf, _data, _output_index, _array_index) { var _ker = _data[1]; var _sam = _data[2]; 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_array(uniform_ker, _ker); shader_set_uniform_i(uniform_sam, _sam); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); return _outSurf; } }