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";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
inputs[| 2] = nodeValue("Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 3] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
active_index = 1;
input_display_list = [
1, 0,
["Effect", false], 2, 3,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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
}