Pixel-Composer/scripts/node_blur_slope/node_blur_slope.gml
2024-08-18 11:16:20 +07:00

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function Node_Blur_Slope(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Slope Blur";
newInput(0, nodeValue_Surface("Surface in", self));
inputs[1] = nodeValue_Float("Strength", self, 4)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 32, 0.1 ] })
.setMappable(9);
newInput(2, nodeValue_Surface("Slope Map", self));
newInput(3, nodeValue_Surface("Mask", self));
inputs[4] = nodeValue_Float("Mix", self, 1)
.setDisplay(VALUE_DISPLAY.slider);
newInput(5, nodeValue_Bool("Active", self, true));
active_index = 5;
newInput(6, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
__init_mask_modifier(3); // inputs 7, 8
//////////////////////////////////////////////////////////////////////////////////////////////////
newInput( 9, nodeValueMap("Strength map", self));
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[10] = nodeValue_Float("Step", self, 0.1)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 1, 0.01] });
newInput(11, nodeValue_Bool("Gamma Correction", self, false));
input_display_list = [ 5, 6,
["Surfaces", true], 0, 3, 4, 7, 8,
["Blur", false], 2, 1, 9, 10, 11,
]
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
attribute_surface_depth();
attribute_oversample();
attribute_interpolation();
static step = function() { #region
__step_mask_modifier();
inputs[1].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
surface_set_shader(_outSurf, sh_blur_slope);
shader_set_interpolation(_data[0]);
shader_set_f("dimension", surface_get_dimension(_data[0]));
shader_set_f_map("strength", _data[1], _data[ 9], inputs[1]);
shader_set_f("stepSize", _data[10]);
shader_set_surface("slopeMap", _data[2]);
shader_set_f("slopeMapDim", surface_get_dimension(_data[2]));
shader_set_i("sampleMode", struct_try_get(attributes, "oversample"));
shader_set_i("gamma", _data[11]);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[3], _data[4]);
_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
return _outSurf;
} #endregion
}