Pixel-Composer/scripts/node_blur_contrast/node_blur_contrast.gml

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function Node_Blur_Contrast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Contrast Blur";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 0.1] });
inputs[| 2] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2, "Brightness different to be blur together.")
.setDisplay(VALUE_DISPLAY.slider);
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) });
__init_mask_modifier(3); // inputs 7, 8
inputs[| 9] = nodeValue("Gamma Correction", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
input_display_list = [ 5, 6,
["Surfaces", true], 0, 3, 4, 7, 8,
["Blur", false], 1, 2, 9,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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
}