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Modding since 2024

API ReferenceGE Extensionsflowgraphnodesgfx

Blur (Flowgraph Node)

- **Node Name:** `Blur`

Overview

  • Node Name: Blur
  • Category: repeat_instant
  • File: extensions/flowgraph/nodes/gfx/blur.lua
  • Tags: gfx, blur

Applies a full-screen blur effect to the scene. The blur persists while the node receives flow and fades after 10 frames of inactivity.

Pin Schema

Input Pins

PinTypeDefaultDescription
blurAmountnumber1Amount of blur (0.0 to 1.0)

Internals

  • Stores lastWorking frame ID to track when the node was last active.
  • The blur color alpha is set to blurAmount: ColorF(1, 1, 1, blurAmount).
  • Uses onPreRender(dt, dtSim) to apply the blur in the render pass - not in work().
  • Checks extensions.ui_visibility.getCef() to ensure the CEF UI is active before rendering.
  • Applies blur via scenetree.ScreenBlurFX.obj:addFrameBlurRect(0, 0, 1, 1, blurColor).
  • Auto-disables after 10 frames without work() being called.
  • Pin has numeric setup: min=0, max=1, float type, slider gizmo.

How It Works

  1. work() updates the blur amount and records the current frame ID.
  2. onPreRender() checks if the node was active within the last 10 frames.
  3. If active, renders a full-screen blur rectangle via the ScreenBlurFX post-effect.
  4. When flow stops, the blur naturally fades after 10 frames.

Lua Code Example

-- Apply screen blur directly via the post-effect
local blurFX = scenetree.ScreenBlurFX
if blurFX then
  -- Full screen blur at 50% intensity
  blurFX.obj:addFrameBlurRect(0, 0, 1, 1, ColorF(1, 1, 1, 0.5))
end

Key Dependencies

  • scenetree.ScreenBlurFX - screen blur post-effect object
  • extensions.ui_visibility.getCef() - CEF UI visibility check

Additional Methods

C:init(mgr, ...)

Initializes the node, setting up pins and default properties.

Parameters:

  • mgr
  • ...

C:postInit()

Called after initialization is complete for additional setup.


See Also

  • DOF - Depth of Field (Flowgraph Node) - Related reference
  • FlowGraph Guide - Guide

Remove Vehicle (Pool)

**File:** `flowgraph/nodes/gameplay/vehiclePool/removeVehicle.lua`

DOF - Depth of Field (Flowgraph Node)

- **Node Name:** `DOF`

On this page

OverviewPin SchemaInput PinsInternalsHow It WorksLua Code ExampleKey DependenciesAdditional MethodsC:init(mgr, ...)C:postInit()See Also