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armorpaint/paint/sources/nodes_material/blur_node.c
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#include "../global.h"
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char *blur_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
if (parser_material_blur_passthrough) {
return parser_material_parse_vector_input(node->inputs->buffer[0]);
}
char *strength = parser_material_parse_value_input(node->inputs->buffer[1], false);
char *steps = string("(%s * 10.0 + 1.0)", strength);
char *tex_name = string("texblur_%s", parser_material_node_name(node, NULL));
node_shader_add_texture(parser_material_kong, tex_name, string("_%s", tex_name));
node_shader_add_constant(parser_material_kong, string("%s_size: float2", tex_name), string("_size(_%s)", tex_name));
char *store = parser_material_store_var_name(node);
parser_material_write(parser_material_kong, string("var %s_res: float3 = float3(0.0, 0.0, 0.0);", store));
parser_material_write(parser_material_kong, string("for (var i: int = 0; i <= int(%s * 2.0); i += 1) {", steps));
parser_material_write(parser_material_kong, string("for (var j: int = 0; j <= int(%s * 2.0); j += 1) {", steps));
parser_material_write(parser_material_kong,
string("%s_res += sample(%s, sampler_linear, tex_coord + float2(float(i) - %s, float(j) - %s) / constants.%s_size).rgb;", store,
tex_name, steps, steps, tex_name));
parser_material_write(parser_material_kong, "}");
parser_material_write(parser_material_kong, "}");
parser_material_write(parser_material_kong, string("%s_res = %s_res / ((%s * 2.0 + 1.0) * (%s * 2.0 + 1.0));", store, store, steps, steps));
return string("%s_res", store);
}
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void blur_node_init() {
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ui_node_t *blur_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Blur"),
.type = "BLUR", // extension
.x = 0,
.y = 0,
.color = 0xff448c6d,
.inputs = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Color"),
.type = "RGBA",
.color = 0xffc7c729,
.default_value = f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Strength"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.5),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
2),
.outputs = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Color"),
.type = "RGBA",
.color = 0xffc7c729,
.default_value = f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
1),
.buttons = any_array_create_from_raw((void *[]){}, 0),
.width = 0,
.flags = 0});
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any_array_push(nodes_material_color, blur_node_def);
any_map_set(parser_material_node_vectors, "BLUR", blur_node_vector);
}