Pixel-Composer/scripts/node_blur_directional/node_blur_directional.gml
2023-05-03 21:42:17 +02:00

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function Node_Blur_Directional(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Directional Blur";
shader = sh_blur_directional;
uniform_dim = shader_get_uniform(shader, "size");
uniform_str = shader_get_uniform(shader, "strength");
uniform_dir = shader_get_uniform(shader, "direction");
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider, [0, 0.1, 0.001]);
inputs[| 2] = nodeValue("Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 5;
input_display_list = [ 5,
["Output", true], 0, 3, 4,
["Blur", false], 1, 2,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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, _snx, _sny);
}
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _str = _data[1];
var _dir = _data[2];
var _mask = _data[3];
var _mix = _data[4];
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE;
shader_set(shader);
shader_set_uniform_f(uniform_dim, max(surface_get_width(_data[0]), surface_get_height( _data[1])));
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();
_outSurf = mask_apply(_data[0], _outSurf, _mask, _mix);
return _outSurf;
}
}