Pixel-Composer/scripts/node_blur_contrast/node_blur_contrast.gml
2023-09-14 16:29:39 +02:00

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function Node_Blur_Contrast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Contrast Blur";
shader = sh_blur_box_contrast;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_siz = shader_get_uniform(shader, "size");
uniform_tes = shader_get_uniform(shader, "treshold");
uniform_dir = shader_get_uniform(shader, "direction");
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
.setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]);
inputs[| 2] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2, "Brightness different to be blur together.")
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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);
temp_surface = [ surface_create(1, 1) ];
attribute_surface_depth();
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 ww = surface_get_width_safe(_surf);
var hh = surface_get_height_safe(_surf);
temp_surface[0] = surface_verify(temp_surface[0], ww, hh, attrDepth());
surface_set_target(temp_surface[0]);
DRAW_CLEAR
BLEND_OVERRIDE;
shader_set(shader);
shader_set_uniform_f_array_safe(uniform_dim, [ ww, hh ]);
shader_set_uniform_f(uniform_siz, _size);
shader_set_uniform_f(uniform_tes, _tres);
shader_set_uniform_i(uniform_dir, 0);
draw_surface_safe(_surf, 0, 0);
shader_reset();
BLEND_NORMAL;
surface_reset_target();
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE;
shader_set(shader);
shader_set_uniform_i(uniform_dir, 1);
draw_surface_safe(temp_surface[0], 0, 0);
shader_reset();
BLEND_NORMAL;
surface_reset_target();
_outSurf = mask_apply(_data[0], _outSurf, _mask, _mix);
return _outSurf;
} #endregion
}