function Node_FXAA(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "FXAA"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 1; input_display_list = [ 1, 0, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static process_data = function(_outSurf, _data, _output_index, _array_index) { surface_set_shader(_outSurf, sh_FXAA); gpu_set_tex_filter(true); shader_set_f("dimension", surface_get_width(_data[0]), surface_get_height(_data[0])); draw_surface_safe(_data[0], 0, 0); gpu_set_tex_filter(false); surface_reset_shader(); return _outSurf; } }