function Node_FXAA(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "FXAA"; inputs[0] = nodeValue_Surface("Surface in", self); inputs[1] = nodeValue_Bool("Active", self, true); inputs[2] = nodeValue_Float("Distance", self, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[3] = nodeValue_Float("Mix", self, 1) .setDisplay(VALUE_DISPLAY.slider); active_index = 1; input_display_list = [ 1, 0, ["Effect", false], 2, 3, ] outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { #region surface_set_shader(_outSurf, sh_FXAA); gpu_set_tex_filter(true); shader_set_f("dimension", surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0])); shader_set_f("cornerDis", _data[2]); shader_set_f("mixAmo", _data[3]); draw_surface_safe(_data[0]); gpu_set_tex_filter(false); surface_reset_shader(); return _outSurf; } #endregion }