#version 430
#extension GL_ARB_gpu_shader5 : enable

//#pragma ignore_parser

layout(location = 0) out vec4 my_FragColor0;
uniform sampler2D tex0; // 0

uniform float width; // = 1280.0;
uniform float height; // = 720.0;
uniform vec2 rcpFrameSize; // 1.0/width, 1.0/height
uniform float FXAA_SPAN_MAX; // = 8.0;
uniform float FXAA_REDUCE_MUL; // = 1.0/8.0;
in vec4 posPos;
in vec4 texcoord;

#if 0

#define FxaaInt2 ivec2
#define FxaaFloat2 vec2
#define FxaaTexLod0(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)

vec3 FxaaPixelShader( 
  vec4 posPos, // Output of FxaaVertexShader interpolated across screen.
  sampler2D tex, // Input texture.
  vec2 rcpFrame) // Constant {1.0/frameWidth, 1.0/frameHeight}.
{   
/*---------------------------------------------------------*/
    #define FXAA_REDUCE_MIN   (1.0/128.0)
    //#define FXAA_REDUCE_MUL   (1.0/8.0)
    //#define FXAA_SPAN_MAX     8.0
/*---------------------------------------------------------*/
    vec3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz;
    vec3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz;
    vec3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz;
    vec3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz;
    vec3 rgbM  = FxaaTexLod0(tex, posPos.xy).xyz;
/*---------------------------------------------------------*/
    vec3 luma = vec3(0.299, 0.587, 0.114);
    float lumaNW = dot(rgbNW, luma);
    float lumaNE = dot(rgbNE, luma);
    float lumaSW = dot(rgbSW, luma);
    float lumaSE = dot(rgbSE, luma);
    float lumaM  = dot(rgbM,  luma);
/*---------------------------------------------------------*/
    float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
    float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
/*---------------------------------------------------------*/
    vec2 dir; 
    dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
    dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));
/*---------------------------------------------------------*/
    float dirReduce = max(
        (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
        FXAA_REDUCE_MIN);
    float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
    dir = min(FxaaFloat2( FXAA_SPAN_MAX,  FXAA_SPAN_MAX), 
          max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), 
          dir * rcpDirMin)) * rcpFrame.xy;
/*--------------------------------------------------------*/
    vec3 rgbA = (1.0/2.0) * (
        FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz +
        FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz);
    vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
        FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz +
        FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz);
    float lumaB = dot(rgbB, luma);
    if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA;
    return rgbB; }

vec4 PostFX(sampler2D tex, vec2 uv, float time)
{
  vec4 c = vec4(0.0);
  c.rgb = FxaaPixelShader(posPos, tex, rcpFrameSize);
  //c.rgb = 1.0 - texture2D(tex, posPos.xy).rgb;
  c.a = 1.0;
  return c;
}
    
void main() 
{ 
  vec2 uv = texcoord.st;
  gl_FragColor = PostFX(tex0, uv, 0.0);
}

#endif

// FXAA 3.11 implementation by NVIDIA (github.com/NVIDIAGameWorks/GraphicsSamples)
// Ported to WebGL by Agost Biro (github.com/abiro)
 
//----------------------------------------------------------------------------------
// File:        es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
// SDK Version: v3.00
// Email:       gameworks@nvidia.com
// Site:        http://developer.nvidia.com/
//
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//----------------------------------------------------------------------------------
 
#define FXAA_PC 1
#define FXAA_GLSL_130 1
#define FXAA_QUALITY_PRESET 23

#define FXAA_GREEN_AS_LUMA 1
 
/*==========================================================================*/
#ifndef FXAA_GREEN_AS_LUMA
    //
    // For those using non-linear color,
    // and either not able to get luma in alpha, or not wanting to,
    // this enables FXAA to run using green as a proxy for luma.
    // So with this enabled, no need to pack luma in alpha.
    //
    // This will turn off AA on anything which lacks some amount of green.
    // Pure red and blue or combination of only R and B, will get no AA.
    //
    // Might want to lower the settings for both,
    //    fxaaConsoleEdgeThresholdMin
    //    fxaaQualityEdgeThresholdMin
    // In order to insure AA does not get turned off on colors
    // which contain a minor amount of green.
    //
    // 1 = On.
    // 0 = Off.
    //
    #define FXAA_GREEN_AS_LUMA 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_EARLY_EXIT
    //
    // Controls algorithm's early exit path.
    // On PS3 turning this ON adds 2 cycles to the shader.
    // On 360 turning this OFF adds 10ths of a millisecond to the shader.
    // Turning this off on console will result in a more blurry image.
    // So this defaults to on.
    //
    // 1 = On.
    // 0 = Off.
    //
    #define FXAA_EARLY_EXIT 1
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_DISCARD
    //
    // Only valid for PC OpenGL currently.
    // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
    //
    // 1 = Use discard on pixels which don't need AA.
    //     For APIs which enable concurrent TEX+ROP from same surface.
    // 0 = Return unchanged color on pixels which don't need AA.
    //
    #define FXAA_DISCARD 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_FAST_PIXEL_OFFSET
    //
    // Used for GLSL 120 only.
    //
    // 1 = GL API supports fast pixel offsets
    // 0 = do not use fast pixel offsets
    //
    #ifdef GL_EXT_gpu_shader4
        #define FXAA_FAST_PIXEL_OFFSET 1
    #endif
    #ifdef GL_NV_gpu_shader5
        #define FXAA_FAST_PIXEL_OFFSET 1
    #endif
    #ifdef GL_ARB_gpu_shader5
        #define FXAA_FAST_PIXEL_OFFSET 1
    #endif
    #ifndef FXAA_FAST_PIXEL_OFFSET
        #define FXAA_FAST_PIXEL_OFFSET 0
    #endif
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GATHER4_ALPHA
    //
    // 1 = API supports gather4 on alpha channel.
    // 0 = API does not support gather4 on alpha channel.
    //
    #if (FXAA_HLSL_5 == 1)
        #define FXAA_GATHER4_ALPHA 1
    #endif
    #ifdef GL_ARB_gpu_shader5
        #define FXAA_GATHER4_ALPHA 1
    #endif
    #ifdef GL_NV_gpu_shader5
        #define FXAA_GATHER4_ALPHA 1
    #endif
    #ifndef FXAA_GATHER4_ALPHA
        #define FXAA_GATHER4_ALPHA 0
    #endif
#endif
 
 
/*============================================================================
                        FXAA QUALITY - TUNING KNOBS
------------------------------------------------------------------------------
NOTE the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY_PRESET
    //
    // Choose the quality preset.
    // This needs to be compiled into the shader as it effects code.
    // Best option to include multiple presets is to
    // in each shader define the preset, then include this file.
    //
    // OPTIONS
    // -----------------------------------------------------------------------
    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
    // 39       - no dither, very expensive
    //
    // NOTES
    // -----------------------------------------------------------------------
    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
    // 13 = about same speed as FXAA 3.9 and better than 12
    // 23 = closest to FXAA 3.9 visually and performance wise
    //  _ = the lowest digit is directly related to performance
    // _  = the highest digit is directly related to style
    //
    #define FXAA_QUALITY_PRESET 12
#endif
 
 
/*============================================================================
 
                           FXAA QUALITY - PRESETS
 
============================================================================*/
 
/*============================================================================
                     FXAA QUALITY - MEDIUM DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY_PRESET == 10)
    #define FXAA_QUALITY_PS 3
    #define FXAA_QUALITY_P0 1.5
    #define FXAA_QUALITY_P1 3.0
    #define FXAA_QUALITY_P2 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 11)
    #define FXAA_QUALITY_PS 4
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 3.0
    #define FXAA_QUALITY_P3 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 12)
    #define FXAA_QUALITY_PS 5
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 4.0
    #define FXAA_QUALITY_P4 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 13)
    #define FXAA_QUALITY_PS 6
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 4.0
    #define FXAA_QUALITY_P5 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 14)
    #define FXAA_QUALITY_PS 7
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 4.0
    #define FXAA_QUALITY_P6 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 15)
    #define FXAA_QUALITY_PS 8
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 4.0
    #define FXAA_QUALITY_P7 12.0
#endif
 
/*============================================================================
                     FXAA QUALITY - LOW DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY_PRESET == 20)
    #define FXAA_QUALITY_PS 3
    #define FXAA_QUALITY_P0 1.5
    #define FXAA_QUALITY_P1 2.0
    #define FXAA_QUALITY_P2 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 21)
    #define FXAA_QUALITY_PS 4
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 22)
    #define FXAA_QUALITY_PS 5
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 23)
    #define FXAA_QUALITY_PS 6
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 24)
    #define FXAA_QUALITY_PS 7
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 3.0
    #define FXAA_QUALITY_P6 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 25)
    #define FXAA_QUALITY_PS 8
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 4.0
    #define FXAA_QUALITY_P7 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 26)
    #define FXAA_QUALITY_PS 9
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 4.0
    #define FXAA_QUALITY_P8 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 27)
    #define FXAA_QUALITY_PS 10
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 2.0
    #define FXAA_QUALITY_P8 4.0
    #define FXAA_QUALITY_P9 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 28)
    #define FXAA_QUALITY_PS 11
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 2.0
    #define FXAA_QUALITY_P8 2.0
    #define FXAA_QUALITY_P9 4.0
    #define FXAA_QUALITY_P10 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 29)
    #define FXAA_QUALITY_PS 12
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 2.0
    #define FXAA_QUALITY_P8 2.0
    #define FXAA_QUALITY_P9 2.0
    #define FXAA_QUALITY_P10 4.0
    #define FXAA_QUALITY_P11 8.0
#endif
 
/*============================================================================
                     FXAA QUALITY - EXTREME QUALITY
============================================================================*/
#if (FXAA_QUALITY_PRESET == 39)
    #define FXAA_QUALITY_PS 12
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.0
    #define FXAA_QUALITY_P2 1.0
    #define FXAA_QUALITY_P3 1.0
    #define FXAA_QUALITY_P4 1.0
    #define FXAA_QUALITY_P5 1.5
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 2.0
    #define FXAA_QUALITY_P8 2.0
    #define FXAA_QUALITY_P9 2.0
    #define FXAA_QUALITY_P10 4.0
    #define FXAA_QUALITY_P11 8.0
#endif
 
 
 
/*============================================================================
 
                                API PORTING
 
============================================================================*/

#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D

#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
#if (FXAA_GATHER4_ALPHA == 1)
    // use #extension GL_ARB_gpu_shader5 : enable
    #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
    #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
    #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
    #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
#endif
 
/*============================================================================
                   GREEN AS LUMA OPTION SUPPORT FUNCTION
============================================================================*/
#if (FXAA_GREEN_AS_LUMA == 0)
    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
#else
    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
#endif
 
 
/*============================================================================
 
                             FXAA3 QUALITY - PC
 
============================================================================*/
#if (FXAA_PC == 1)
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
    //
    // Use noperspective interpolation here (turn off perspective interpolation).
    // {xy} = center of pixel
    FxaaFloat2 pos,
    //
    // Used only for FXAA Console, and not used on the 360 version.
    // Use noperspective interpolation here (turn off perspective interpolation).
    // {xy_} = upper left of pixel
    // {_zw} = lower right of pixel
    FxaaFloat4 fxaaConsolePosPos,
    //
    // Input color texture.
    // {rgb_} = color in linear or perceptual color space
    // if (FXAA_GREEN_AS_LUMA == 0)
    //     {__a} = luma in perceptual color space (not linear)
    FxaaTex tex,
    //
    // Only used on the optimized 360 version of FXAA Console.
    // For everything but 360, just use the same input here as for "tex".
    // For 360, same texture, just alias with a 2nd sampler.
    // This sampler needs to have an exponent bias of -1.
    FxaaTex fxaaConsole360TexExpBiasNegOne,
    //
    // Only used on the optimized 360 version of FXAA Console.
    // For everything but 360, just use the same input here as for "tex".
    // For 360, same texture, just alias with a 3nd sampler.
    // This sampler needs to have an exponent bias of -2.
    FxaaTex fxaaConsole360TexExpBiasNegTwo,
    //
    // Only used on FXAA Quality.
    // This must be from a constant/uniform.
    // {x_} = 1.0/screenWidthInPixels
    // {_y} = 1.0/screenHeightInPixels
    FxaaFloat2 fxaaQualityRcpFrame,
    //
    // Only used on FXAA Console.
    // This must be from a constant/uniform.
    // This effects sub-pixel AA quality and inversely sharpness.
    //   Where N ranges between,
    //     N = 0.50 (default)
    //     N = 0.33 (sharper)
    // {x__} = -N/screenWidthInPixels
    // {_y_} = -N/screenHeightInPixels
    // {_z_} =  N/screenWidthInPixels
    // {__w} =  N/screenHeightInPixels
    FxaaFloat4 fxaaConsoleRcpFrameOpt,
    //
    // Only used on FXAA Console.
    // Not used on 360, but used on PS3 and PC.
    // This must be from a constant/uniform.
    // {x__} = -2.0/screenWidthInPixels
    // {_y_} = -2.0/screenHeightInPixels
    // {_z_} =  2.0/screenWidthInPixels
    // {__w} =  2.0/screenHeightInPixels
    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
    //
    // Only used on FXAA Console.
    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
    // This must be from a constant/uniform.
    // {x__} =  8.0/screenWidthInPixels
    // {_y_} =  8.0/screenHeightInPixels
    // {_z_} = -4.0/screenWidthInPixels
    // {__w} = -4.0/screenHeightInPixels
    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY_SUBPIX define.
    // It is here now to allow easier tuning.
    // Choose the amount of sub-pixel aliasing removal.
    // This can effect sharpness.
    //   1.00 - upper limit (softer)
    //   0.75 - default amount of filtering
    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)
    //   0.25 - almost off
    //   0.00 - completely off
    FxaaFloat fxaaQualitySubpix,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
    // It is here now to allow easier tuning.
    // The minimum amount of local contrast required to apply algorithm.
    //   0.333 - too little (faster)
    //   0.250 - low quality
    //   0.166 - default
    //   0.125 - high quality
    //   0.063 - overkill (slower)
    FxaaFloat fxaaQualityEdgeThreshold,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
    // It is here now to allow easier tuning.
    // Trims the algorithm from processing darks.
    //   0.0833 - upper limit (default, the start of visible unfiltered edges)
    //   0.0625 - high quality (faster)
    //   0.0312 - visible limit (slower)
    // Special notes when using FXAA_GREEN_AS_LUMA,
    //   Likely want to set this to zero.
    //   As colors that are mostly not-green
    //   will appear very dark in the green channel!
    //   Tune by looking at mostly non-green content,
    //   then start at zero and increase until aliasing is a problem.
    FxaaFloat fxaaQualityEdgeThresholdMin,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
    // It is here now to allow easier tuning.
    // This does not effect PS3, as this needs to be compiled in.
    //   Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
    //   Due to the PS3 being ALU bound,
    //   there are only three safe values here: 2 and 4 and 8.
    //   These options use the shaders ability to a free *|/ by 2|4|8.
    // For all other platforms can be a non-power of two.
    //   8.0 is sharper (default!!!)
    //   4.0 is softer
    //   2.0 is really soft (good only for vector graphics inputs)
    FxaaFloat fxaaConsoleEdgeSharpness,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
    // It is here now to allow easier tuning.
    // This does not effect PS3, as this needs to be compiled in.
    //   Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
    //   Due to the PS3 being ALU bound,
    //   there are only two safe values here: 1/4 and 1/8.
    //   These options use the shaders ability to a free *|/ by 2|4|8.
    // The console setting has a different mapping than the quality setting.
    // Other platforms can use other values.
    //   0.125 leaves less aliasing, but is softer (default!!!)
    //   0.25 leaves more aliasing, and is sharper
    FxaaFloat fxaaConsoleEdgeThreshold,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
    // It is here now to allow easier tuning.
    // Trims the algorithm from processing darks.
    // The console setting has a different mapping than the quality setting.
    // This only applies when FXAA_EARLY_EXIT is 1.
    // This does not apply to PS3,
    // PS3 was simplified to avoid more shader instructions.
    //   0.06 - faster but more aliasing in darks
    //   0.05 - default
    //   0.04 - slower and less aliasing in darks
    // Special notes when using FXAA_GREEN_AS_LUMA,
    //   Likely want to set this to zero.
    //   As colors that are mostly not-green
    //   will appear very dark in the green channel!
    //   Tune by looking at mostly non-green content,
    //   then start at zero and increase until aliasing is a problem.
    FxaaFloat fxaaConsoleEdgeThresholdMin,
    //
    // Extra constants for 360 FXAA Console only.
    // Use zeros or anything else for other platforms.
    // These must be in physical constant registers and NOT immedates.
    // Immedates will result in compiler un-optimizing.
    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
    FxaaFloat4 fxaaConsole360ConstDir
) {
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posM;
    posM.x = pos.x;
    posM.y = pos.y;
    #if (FXAA_GATHER4_ALPHA == 1)
        #if (FXAA_DISCARD == 0)
            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
            #if (FXAA_GREEN_AS_LUMA == 0)
                #define lumaM rgbyM.w
            #else
                #define lumaM rgbyM.y
            #endif
        #endif
        #if (FXAA_GREEN_AS_LUMA == 0)
            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
        #else
            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
        #endif
        #if (FXAA_DISCARD == 1)
            #define lumaM luma4A.w
        #endif
        #define lumaE luma4A.z
        #define lumaS luma4A.x
        #define lumaSE luma4A.y
        #define lumaNW luma4B.w
        #define lumaN luma4B.z
        #define lumaW luma4B.x
    #else
        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
        #if (FXAA_GREEN_AS_LUMA == 0)
            #define lumaM rgbyM.w
        #else
            #define lumaM rgbyM.y
        #endif
        
        FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));

    #endif
/*--------------------------------------------------------------------------*/
    FxaaFloat maxSM = max(lumaS, lumaM);
    FxaaFloat minSM = min(lumaS, lumaM);
    FxaaFloat maxESM = max(lumaE, maxSM);
    FxaaFloat minESM = min(lumaE, minSM);
    FxaaFloat maxWN = max(lumaN, lumaW);
    FxaaFloat minWN = min(lumaN, lumaW);
    FxaaFloat rangeMax = max(maxWN, maxESM);
    FxaaFloat rangeMin = min(minWN, minESM);
    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
    FxaaFloat range = rangeMax - rangeMin;
    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
    FxaaBool earlyExit = range < rangeMaxClamped;
/*--------------------------------------------------------------------------*/
    if(earlyExit)
        #if (FXAA_DISCARD == 1)
            FxaaDiscard;
        #else
            return rgbyM;
        #endif
/*--------------------------------------------------------------------------*/
    #if (FXAA_GATHER4_ALPHA == 0)
        FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
    #else
        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
    #endif
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNS = lumaN + lumaS;
    FxaaFloat lumaWE = lumaW + lumaE;
    FxaaFloat subpixRcpRange = 1.0/range;
    FxaaFloat subpixNSWE = lumaNS + lumaWE;
    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNESE = lumaNE + lumaSE;
    FxaaFloat lumaNWNE = lumaNW + lumaNE;
    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNWSW = lumaNW + lumaSW;
    FxaaFloat lumaSWSE = lumaSW + lumaSE;
    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
/*--------------------------------------------------------------------------*/
    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
    FxaaBool horzSpan = edgeHorz >= edgeVert;
    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
/*--------------------------------------------------------------------------*/
    if(!horzSpan) lumaN = lumaW;
    if(!horzSpan) lumaS = lumaE;
    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
/*--------------------------------------------------------------------------*/
    FxaaFloat gradientN = lumaN - lumaM;
    FxaaFloat gradientS = lumaS - lumaM;
    FxaaFloat lumaNN = lumaN + lumaM;
    FxaaFloat lumaSS = lumaS + lumaM;
    FxaaBool pairN = abs(gradientN) >= abs(gradientS);
    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
    if(pairN) lengthSign = -lengthSign;
    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posB;
    posB.x = posM.x;
    posB.y = posM.y;
    FxaaFloat2 offNP;
    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
    if(!horzSpan) posB.x += lengthSign * 0.5;
    if( horzSpan) posB.y += lengthSign * 0.5;
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posN;
    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
    FxaaFloat2 posP;
    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
    FxaaFloat subpixE = subpixC * subpixC;
    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
/*--------------------------------------------------------------------------*/
    if(!pairN) lumaNN = lumaSS;
    FxaaFloat gradientScaled = gradient * 1.0/4.0;
    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
    FxaaFloat subpixF = subpixD * subpixE;
    FxaaBool lumaMLTZero = lumaMM < 0.0;
/*--------------------------------------------------------------------------*/
    lumaEndN -= lumaNN * 0.5;
    lumaEndP -= lumaNN * 0.5;
    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
    FxaaBool doneNP = (!doneN) || (!doneP);
    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
/*--------------------------------------------------------------------------*/
    if(doneNP) {
        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
        doneN = abs(lumaEndN) >= gradientScaled;
        doneP = abs(lumaEndP) >= gradientScaled;
        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
        doneNP = (!doneN) || (!doneP);
        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
/*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PS > 3)
        if(doneNP) {
            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
            doneN = abs(lumaEndN) >= gradientScaled;
            doneP = abs(lumaEndP) >= gradientScaled;
            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
            doneNP = (!doneN) || (!doneP);
            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
/*--------------------------------------------------------------------------*/
            #if (FXAA_QUALITY_PS > 4)
            if(doneNP) {
                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                doneN = abs(lumaEndN) >= gradientScaled;
                doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
                doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
/*--------------------------------------------------------------------------*/
                #if (FXAA_QUALITY_PS > 5)
                if(doneNP) {
                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                    doneN = abs(lumaEndN) >= gradientScaled;
                    doneP = abs(lumaEndP) >= gradientScaled;
                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
                    doneNP = (!doneN) || (!doneP);
                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
/*--------------------------------------------------------------------------*/
                    #if (FXAA_QUALITY_PS > 6)
                    if(doneNP) {
                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                        doneN = abs(lumaEndN) >= gradientScaled;
                        doneP = abs(lumaEndP) >= gradientScaled;
                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
/*--------------------------------------------------------------------------*/
                        #if (FXAA_QUALITY_PS > 7)
                        if(doneNP) {
                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                            doneN = abs(lumaEndN) >= gradientScaled;
                            doneP = abs(lumaEndP) >= gradientScaled;
                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
                            doneNP = (!doneN) || (!doneP);
                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
/*--------------------------------------------------------------------------*/
    #if (FXAA_QUALITY_PS > 8)
    if(doneNP) {
        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
        doneN = abs(lumaEndN) >= gradientScaled;
        doneP = abs(lumaEndP) >= gradientScaled;
        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
        doneNP = (!doneN) || (!doneP);
        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
/*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PS > 9)
        if(doneNP) {
            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
            doneN = abs(lumaEndN) >= gradientScaled;
            doneP = abs(lumaEndP) >= gradientScaled;
            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
            doneNP = (!doneN) || (!doneP);
            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
/*--------------------------------------------------------------------------*/
            #if (FXAA_QUALITY_PS > 10)
            if(doneNP) {
                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                doneN = abs(lumaEndN) >= gradientScaled;
                doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
                doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
/*--------------------------------------------------------------------------*/
                #if (FXAA_QUALITY_PS > 11)
                if(doneNP) {
                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                    doneN = abs(lumaEndN) >= gradientScaled;
                    doneP = abs(lumaEndP) >= gradientScaled;
                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
                    doneNP = (!doneN) || (!doneP);
                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
/*--------------------------------------------------------------------------*/
                    #if (FXAA_QUALITY_PS > 12)
                    if(doneNP) {
                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                        doneN = abs(lumaEndN) >= gradientScaled;
                        doneP = abs(lumaEndP) >= gradientScaled;
                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
/*--------------------------------------------------------------------------*/
                    }
                    #endif
/*--------------------------------------------------------------------------*/
                }
                #endif
/*--------------------------------------------------------------------------*/
            }
            #endif
/*--------------------------------------------------------------------------*/
        }
        #endif
/*--------------------------------------------------------------------------*/
    }
    #endif
/*--------------------------------------------------------------------------*/
                        }
                        #endif
/*--------------------------------------------------------------------------*/
                    }
                    #endif
/*--------------------------------------------------------------------------*/
                }
                #endif
/*--------------------------------------------------------------------------*/
            }
            #endif
/*--------------------------------------------------------------------------*/
        }
        #endif
/*--------------------------------------------------------------------------*/
    }
/*--------------------------------------------------------------------------*/
    FxaaFloat dstN = posM.x - posN.x;
    FxaaFloat dstP = posP.x - posM.x;
    if(!horzSpan) dstN = posM.y - posN.y;
    if(!horzSpan) dstP = posP.y - posM.y;
/*--------------------------------------------------------------------------*/
    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
    FxaaFloat spanLength = (dstP + dstN);
    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
    FxaaFloat spanLengthRcp = 1.0/spanLength;
/*--------------------------------------------------------------------------*/
    FxaaBool directionN = dstN < dstP;
    FxaaFloat dst = min(dstN, dstP);
    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
    FxaaFloat subpixG = subpixF * subpixF;
    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
/*--------------------------------------------------------------------------*/
    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
    #if (FXAA_DISCARD == 1)
        return FxaaTexTop(tex, posM);
    #else
        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
    #endif
}
/*==========================================================================*/
#endif

void main(void)
{
    vec2 rcpFrame = rcpFrameSize;
    vec2 pos = gl_FragCoord.xy * rcpFrameSize;
 
    // Only used on FXAA Quality.
    // Choose the amount of sub-pixel aliasing removal.
    // This can effect sharpness.
    //   1.00 - upper limit (softer)
    //   0.75 - default amount of filtering
    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)
    //   0.25 - almost off
    //   0.00 - completely off
    float QualitySubpix = 1.00;
 
    // The minimum amount of local contrast required to apply algorithm.
    //   0.333 - too little (faster)
    //   0.250 - low quality
    //   0.166 - default
    //   0.125 - high quality 
    //   0.033 - very high quality (slower)
    float QualityEdgeThreshold = 0.033;
    float QualityEdgeThresholdMin = 0.00;
 
    vec4 ConsolePosPos = vec4(0.0);
    vec4 ConsoleRcpFrameOpt = vec4(0.0);
    vec4 ConsoleRcpFrameOpt2 = vec4(0.0);
    vec4 Console360RcpFrameOpt2 = vec4(0.0);
    float ConsoleEdgeSharpness = 0.0;
    float ConsoleEdgeThreshold = 0.0;
    float ConsoleEdgeThresholdMin = 0.0;
    vec4  Console360ConstDir = vec4(0, 0, 0, 0);
 
    my_FragColor0 = FxaaPixelShader(pos, ConsolePosPos, tex0, tex0, tex0, rcpFrame, ConsoleRcpFrameOpt, ConsoleRcpFrameOpt2, Console360RcpFrameOpt2, QualitySubpix, QualityEdgeThreshold, QualityEdgeThresholdMin, ConsoleEdgeSharpness, ConsoleEdgeThreshold, ConsoleEdgeThresholdMin, Console360ConstDir);
}