Pixel-Composer/scripts/node_FXAA/node_FXAA.gml

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function Node_FXAA(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "FXAA";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Bool("Active", self, true));
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newInput(2, nodeValue_Float("Distance", self, 0.5))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(3, nodeValue_Float("Mix", self, 1))
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.setDisplay(VALUE_DISPLAY.slider);
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active_index = 1;
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input_display_list = [
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1, 0,
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["Effect", false], 2, 3,
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]
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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newOutput(1, nodeValue_Output("Mask", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
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static processData = function(_outData, _data, _output_index, _array_index) {
var _dim = surface_get_dimension(_data[0]);
_outData[0] = surface_verify(_outData[0], _dim[0], _dim[1]);
_outData[1] = surface_verify(_outData[1], _dim[0], _dim[1]);
surface_set_target_ext(0, _outData[0]);
surface_set_target_ext(1, _outData[1]);
shader_set(sh_FXAA);
DRAW_CLEAR
BLEND_OVERRIDE
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gpu_set_tex_filter(true);
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shader_set_2("dimension", _dim);
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shader_set_f("cornerDis", _data[2]);
shader_set_f("mixAmo", _data[3]);
draw_surface_safe(_data[0]);
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gpu_set_tex_filter(false);
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BLEND_NORMAL
shader_reset();
surface_reset_target();
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return _outData;
}
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}