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https://github.com/Ttanasart-pt/Pixel-Composer.git
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70 lines
No EOL
2.3 KiB
Text
70 lines
No EOL
2.3 KiB
Text
function Node_Blur_Directional(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Directional Blur";
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shader = sh_blur_directional;
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uniform_dim = shader_get_uniform(shader, "size");
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uniform_str = shader_get_uniform(shader, "strength");
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uniform_dir = shader_get_uniform(shader, "direction");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider, [0, 0.1, 0.001]);
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inputs[| 2] = nodeValue("Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 5;
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input_display_list = [ 5,
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["Surface", true], 0, 3, 4,
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["Blur", false], 1, 2,
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]
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _surf = outputs[| 0].getValue();
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if(is_array(_surf)) {
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if(array_length(_surf) == 0) return;
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_surf = _surf[preview_index];
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}
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var ww = surface_get_width(_surf);
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var hh = surface_get_height(_surf);
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inputs[| 2].drawOverlay(active, _x + ww / 2 * _s, _y + hh / 2 * _s, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _str = _data[1];
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var _dir = _data[2];
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var _mask = _data[3];
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var _mix = _data[4];
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
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shader_set_uniform_f(uniform_dim, max(surface_get_width(_data[0]), surface_get_height( _data[1])));
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shader_set_uniform_f(uniform_str, _str);
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shader_set_uniform_f(uniform_dir, _dir + 90);
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draw_surface_safe(_data[0], 0, 0);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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_outSurf = mask_apply(_data[0], _outSurf, _mask, _mix);
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return _outSurf;
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}
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} |