Pixel-Composer/scripts/node_blur_bokeh/node_blur_bokeh.gml

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function Node_Blur_Bokeh(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Lens Blur";
newInput(0, nodeValue_Surface("Surface in", self));
newInput(1, nodeValue_Float("Strength", self, 0.2))
.setMappable(8);
newInput(2, nodeValue_Surface("Mask", self));
newInput(3, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
newInput(4, nodeValue_Bool("Active", self, true));
active_index = 4;
newInput(5, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
__init_mask_modifier(2); // inputs 6, 7
//////////////////////////////////////////////////////////////////////////////////////////////////
newInput(8, nodeValueMap("Strength map", self));
//////////////////////////////////////////////////////////////////////////////////////////////////
input_display_list = [ 4, 5,
["Surfaces", true], 0, 2, 3, 6, 7,
["Blur", false], 1, 8,
]
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
attribute_surface_depth();
static step = function() {
__step_mask_modifier();
inputs[1].mappableStep();
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
surface_set_shader(_outSurf, sh_blur_bokeh);
shader_set_f("dimension", surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]));
shader_set_f_map("strength", _data[1], _data[8], inputs[1]);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]);
_outSurf = channel_apply(_data[0], _outSurf, _data[5]);
return _outSurf;
}
}