Pixel-Composer/scripts/node_blur_shape/node_blur_shape.gml
2024-03-14 20:35:19 +07:00

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function Node_Blur_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Shape Blur";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Blur Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 2] = nodeValue("Blur mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 5;
inputs[| 6] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
inputs[| 7] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Blur", "Max" ]);
__init_mask_modifier(3); // inputs 7, 8
input_display_list = [ 5, 6,
["Surfaces", true], 0, 3, 4, 7, 8,
["Blur", false], 7, 1, 2,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
attribute_oversample();
static step = function() { #region
__step_mask_modifier();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
if(!is_surface(_data[0])) return _outSurf;
var _samp = struct_try_get(attributes, "oversample");
var _blur = _data[1];
var _mask = _data[2];
var _mode = _data[7];
surface_set_shader(_outSurf, sh_blur_shape);
shader_set_f("dimension", surface_get_dimension(_data[0]));
shader_set_f("blurMaskDimension", surface_get_dimension(_blur));
var b = shader_set_surface("blurMask", _blur);
shader_set_i("sampleMode", _samp);
shader_set_i("mode", _mode);
gpu_set_tex_filter_ext(b, true);
shader_set_i("useMask", is_surface(_mask));
shader_set_surface("mask", _mask);
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
}