Pixel-Composer/scripts/node_FXAA/node_FXAA.gml
2024-09-04 08:57:11 +07:00

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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;
}
}