Files
armorpaint/paint/sources/material_nodes/blur_node.c
T
2026-03-10 11:49:57 +01:00

30 lines
1.7 KiB
C

#include "../global.h"
void blur_node_init() {
any_array_push(nodes_material_color, blur_node_def);
any_map_set(parser_material_node_vectors, "BLUR", blur_node_vector);
}
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);
}