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