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https://github.com/Ttanasart-pt/Pixel-Composer.git
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68 lines
No EOL
2.6 KiB
Text
68 lines
No EOL
2.6 KiB
Text
function Node_Blur_Simple(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Simple blur";
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shader = sh_blur_simple;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_siz = shader_get_uniform(shader, "size");
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uniform_sam = shader_get_uniform(shader, "sampleMode");
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uniform_umk = shader_get_uniform(shader, "useMask");
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uniform_msk = shader_get_sampler_index(shader, "mask");
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uniform_ovr = shader_get_uniform(shader, "overrideColor");
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uniform_ovc = shader_get_uniform(shader, "overColor");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
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.setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]);
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inputs[| 2] = nodeValue(2, "Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 3] = nodeValue(3, "Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 4] = nodeValue(4, "Override color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Replace all color while keeping the alpha. Used to\nfix grey outline when bluring transparent pixel.");
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inputs[| 5] = nodeValue(5, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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input_display_list = [
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["Surface", false], 0, 3, 2,
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["Blur", false], 1, 4, 5,
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];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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if(!is_surface(_data[0])) return _outSurf;
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var _size = _data[1];
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var _samp = _data[2];
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var _mask = _data[3];
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var _isovr = _data[4];
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var _overc = _data[5];
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inputs[| 5].setVisible(_isovr);
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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BLEND_OVERRIDE
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shader_set(shader);
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shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0]));
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shader_set_uniform_f(uniform_siz, _size);
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shader_set_uniform_i(uniform_sam, _samp);
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shader_set_uniform_i(uniform_ovr, _isovr);
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shader_set_uniform_f_array(uniform_ovc, colToVec4(_overc));
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shader_set_uniform_i(uniform_umk, is_surface(_mask));
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if(is_surface(_mask))
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texture_set_stage(uniform_msk, surface_get_texture(_mask));
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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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return _outSurf;
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}
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} |