text: (function (exports) {
  	'use strict';
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	// WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	function Vector2( x, y ) {
  
  		this.x = x || 0;
  		this.y = y || 0;
  
  	}
  
  	Object.defineProperties( Vector2.prototype, {
  
  		"width": {
  
  			get: function () {
  
  				return this.x;
  
  			},
  
  			set: function ( value ) {
  
  				this.x = value;
  
  			}
  
  		},
  
  		"height": {
  
  			get: function () {
  
  				return this.y;
  
  			},
  
  			set: function ( value ) {
  
  				this.y = value;
  
  			}
  
  		}
  
  	} );
  
  	Object.assign( Vector2.prototype, {
  
  		isVector2: true,
  
  		set: function ( x, y ) {
  
  			this.x = x;
  			this.y = y;
  
  			return this;
  
  		},
  
  		setScalar: function ( scalar ) {
  
  			this.x = scalar;
  			this.y = scalar;
  
  			return this;
  
  		},
  
  		setX: function ( x ) {
  
  			this.x = x;
  
  			return this;
  
  		},
  
  		setY: function ( y ) {
  
  			this.y = y;
  
  			return this;
  
  		},
  
  		setComponent: function ( index, value ) {
  
  			switch ( index ) {
  
  				case 0: this.x = value; break;
  				case 1: this.y = value; break;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  			return this;
  
  		},
  
  		getComponent: function ( index ) {
  
  			switch ( index ) {
  
  				case 0: return this.x;
  				case 1: return this.y;
  				default: throw new Error( 'index is out of range: ' + index );
  
  			}
  
  		},
  
  		clone: function () {
  
  			return new this.constructor( this.x, this.y );
  
  		},
  
  		copy: function ( v ) {
  
  			this.x = v.x;
  			this.y = v.y;
  
  			return this;
  
  		},
  
  		add: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  				return this.addVectors( v, w );
  
  			}
  
  			this.x += v.x;
  			this.y += v.y;
  
  			return this;
  
  		},
  
  		addScalar: function ( s ) {
  
  			this.x += s;
  			this.y += s;
  
  			return this;
  
  		},
  
  		addVectors: function ( a, b ) {
  
  			this.x = a.x + b.x;
  			this.y = a.y + b.y;
  
  			return this;
  
  		},
  
  		addScaledVector: function ( v, s ) {
  
  			this.x += v.x * s;
  			this.y += v.y * s;
  
  			return this;
  
  		},
  
  		sub: function ( v, w ) {
  
  			if ( w !== undefined ) {
  
  				console.warn( 'Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  				return this.subVectors( v, w );
  
  			}
  
  			this.x -= v.x;
  			this.y -= v.y;
  
  			return this;
  
  		},
  
  		subScalar: function ( s ) {
  
  			this.x -= s;
  			this.y -= s;
  
  			return this;
  
  		},
  
  		subVectors: function ( a, b ) {
  
  			this.x = a.x - b.x;
  			this.y = a.y - b.y;
  
  			return this;
  
  		},
  
  		multiply: function ( v ) {
  
  			this.x *= v.x;
  			this.y *= v.y;
  
  			return this;
  
  		},
  
  		multiplyScalar: function ( scalar ) {
  
  			this.x *= scalar;
  			this.y *= scalar;
  
  			return this;
  
  		},
  
  		divide: function ( v ) {
  
  			this.x /= v.x;
  			this.y /= v.y;
  
  			return this;
  
  		},
  
  		divideScalar: function ( scalar ) {
  
  			return this.multiplyScalar( 1 / scalar );
  
  		},
  
  		applyMatrix3: function ( m ) {
  
  			var x = this.x, y = this.y;
  			var e = m.elements;
  
  			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
  			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
  
  			return this;
  
  		},
  
  		min: function ( v ) {
  
  			this.x = Math.min( this.x, v.x );
  			this.y = Math.min( this.y, v.y );
  
  			return this;
  
  		},
  
  		max: function ( v ) {
  
  			this.x = Math.max( this.x, v.x );
  			this.y = Math.max( this.y, v.y );
  
  			return this;
  
  		},
  
  		clamp: function ( min, max ) {
  
  			// assumes min < max, componentwise
  
  			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
  			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
  
  			return this;
  
  		},
  
  		clampScalar: function () {
  
  			var min = new Vector2();
  			var max = new Vector2();
  
  			return function clampScalar( minVal, maxVal ) {
  
  				min.set( minVal, minVal );
  				max.set( maxVal, maxVal );
  
  				return this.clamp( min, max );
  
  			};
  
  		}(),
  
  		clampLength: function ( min, max ) {
  
  			var length = this.length();
  
  			return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
  
  		},
  
  		floor: function () {
  
  			this.x = Math.floor( this.x );
  			this.y = Math.floor( this.y );
  
  			return this;
  
  		},
  
  		ceil: function () {
  
  			this.x = Math.ceil( this.x );
  			this.y = Math.ceil( this.y );
  
  			return this;
  
  		},
  
  		round: function () {
  
  			this.x = Math.round( this.x );
  			this.y = Math.round( this.y );
  
  			return this;
  
  		},
  
  		roundToZero: function () {
  
  			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  
  			return this;
  
  		},
  
  		negate: function () {
  
  			this.x = - this.x;
  			this.y = - this.y;
  
  			return this;
  
  		},
  
  		dot: function ( v ) {
  
  			return this.x * v.x + this.y * v.y;
  
  		},
  
  		cross: function ( v ) {
  
  			return this.x * v.y - this.y * v.x;
  
  		},
  
  		lengthSq: function () {
  
  			return this.x * this.x + this.y * this.y;
  
  		},
  
  		length: function () {
  
  			return Math.sqrt( this.x * this.x + this.y * this.y );
  
  		},
  
  		manhattanLength: function () {
  
  			return Math.abs( this.x ) + Math.abs( this.y );
  
  		},
  
  		normalize: function () {
  
  			return this.divideScalar( this.length() || 1 );
  
  		},
  
  		angle: function () {
  
  			// computes the angle in radians with respect to the positive x-axis
  
  			var angle = Math.atan2( this.y, this.x );
  
  			if ( angle < 0 ) angle += 2 * Math.PI;
  
  			return angle;
  
  		},
  
  		distanceTo: function ( v ) {
  
  			return Math.sqrt( this.distanceToSquared( v ) );
  
  		},
  
  		distanceToSquared: function ( v ) {
  
  			var dx = this.x - v.x, dy = this.y - v.y;
  			return dx * dx + dy * dy;
  
  		},
  
  		manhattanDistanceTo: function ( v ) {
  
  			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
  
  		},
  
  		setLength: function ( length ) {
  
  			return this.normalize().multiplyScalar( length );
  
  		},
  
  		lerp: function ( v, alpha ) {
  
  			this.x += ( v.x - this.x ) * alpha;
  			this.y += ( v.y - this.y ) * alpha;
  
  			return this;
  
  		},
  
  		lerpVectors: function ( v1, v2, alpha ) {
  
  			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  
  		},
  
  		equals: function ( v ) {
  
  			return ( ( v.x === this.x ) && ( v.y === this.y ) );
  
  		},
  
  		fromArray: function ( array, offset ) {
  
  			if ( offset === undefined ) offset = 0;
  
  			this.x = array[ offset ];
  			this.y = array[ offset + 1 ];
  
  			return this;
  
  		},
  
  		toArray: function ( array, offset ) {
  
  			if ( array === undefined ) array = [];
  			if ( offset === undefined ) offset = 0;
  
  			array[ offset ] = this.x;
  			array[ offset + 1 ] = this.y;
  
  			return array;
  
  		},
  
  		fromBufferAttribute: function ( attribute, index, offset ) {
  
  			if ( offset !== undefined ) {
  
  				console.warn( 'Vector2: offset has been removed from .fromBufferAttribute().' );
  
  			}
  
  			this.x = attribute.getX( index );
  			this.y = attribute.getY( index );
  
  			return this;
  
  		},
  
  		rotateAround: function ( center, angle ) {
  
  			var c = Math.cos( angle ), s = Math.sin( angle );
  
  			var x = this.x - center.x;
  			var y = this.y - center.y;
  
  			this.x = x * c - y * s + center.x;
  			this.y = x * s + y * c + center.y;
  
  			return this;
  
  		}
  
  	} );
  
  	//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  	var FXAAShader = {
  
  		uniforms: {
  
  			"tDiffuse":   { value: null },
  			"resolution": { value: new Vector2( 1 / 1024, 1 / 512 ) }
  
  		},
  
  		vertexShader: [
  
  			"varying vec2 vUv;",
  
  			"void main() {",
  
  				"vUv = uv;",
  				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  
  			"}"
  
  		].join( "\n" ),
  
  		fragmentShader: [
  	        "precision highp float;",
  	        "",
  	        "uniform sampler2D tDiffuse;",
  	        "",
  	        "uniform vec2 resolution;",
  	        "",
  	        "varying vec2 vUv;",
  	        "",
  	        "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)",
  	        "",
  	        "//----------------------------------------------------------------------------------",
  	        "// 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_100 1",
  	        "#define FXAA_QUALITY_PRESET 12",
  	        "",
  	        "#define FXAA_GREEN_AS_LUMA 1",
  	        "",
  	        "",
  	        "#ifndef FXAA_PC_CONSOLE",
  	        "    //",
  	        "    // The console algorithm for PC is included",
  	        "    // for developers targeting really low spec machines.",
  	        "    // Likely better to just run FXAA_PC, and use a really low preset.",
  	        "    //",
  	        "    #define FXAA_PC_CONSOLE 0",
  	        "#endif",
  	        "",
  	        "#ifndef FXAA_GLSL_120",
  	        "    #define FXAA_GLSL_120 0",
  	        "#endif",
  	        "",
  	        "#ifndef FXAA_GLSL_130",
  	        "    #define FXAA_GLSL_130 0",
  	        "#endif",
  	        "",
  	        "#ifndef FXAA_HLSL_3",
  	        "    #define FXAA_HLSL_3 0",
  	        "#endif",
  	        "",
  	        "#ifndef FXAA_HLSL_4",
  	        "    #define FXAA_HLSL_4 0",
  	        "#endif",
  	        "",
  	        "#ifndef FXAA_HLSL_5",
  	        "    #define FXAA_HLSL_5 0",
  	        "#endif",
  	        "",
  	        "#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",
  	        "",
  	        "",
  	        "",
  	        "#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",
  	        "",
  	        "",
  	        "",
  	        "",
  	        "",
  	        "#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",
  	        "",
  	        "",
  	        "#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",
  	        "",
  	        "",
  	        "#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",
  	        "",
  	        "",
  	        "",
  	        "",
  	        "#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)",
  	        "    #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",
  	        "#else",
  	        "    #define FxaaBool bool",
  	        "    #define FxaaDiscard clip(-1)",
  	        "    #define FxaaFloat float",
  	        "    #define FxaaFloat2 float2",
  	        "    #define FxaaFloat3 float3",
  	        "    #define FxaaFloat4 float4",
  	        "    #define FxaaHalf half",
  	        "    #define FxaaHalf2 half2",
  	        "    #define FxaaHalf3 half3",
  	        "    #define FxaaHalf4 half4",
  	        "    #define FxaaSat(x) saturate(x)",
  	        "#endif",
  	        "",
  	        "#if (FXAA_GLSL_100 == 1)",
  	        "  #define FxaaTexTop(t, p) texture2D(t, p, 0.0)",
  	        "  #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)",
  	        "#endif",
  	        "",
  	        "#if (FXAA_GLSL_120 == 1)",
  	        "    // Requires,",
  	        "    //  #version 120",
  	        "    // And at least,",
  	        "    //  #extension GL_EXT_gpu_shader4 : enable",
  	        "    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)",
  	        "    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)",
  	        "    #if (FXAA_FAST_PIXEL_OFFSET == 1)",
  	        "        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)",
  	        "    #else",
  	        "        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)",
  	        "    #endif",
  	        "    #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",
  	        "#endif",
  	        "",
  	        "#if (FXAA_GLSL_130 == 1)",
  	        "    // Requires \"#version 130\" or better",
  	        "    #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",
  	        "#endif",
  	        "",
  	        "#if (FXAA_HLSL_3 == 1)",
  	        "    #define FxaaInt2 float2",
  	        "    #define FxaaTex sampler2D",
  	        "    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))",
  	        "    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))",
  	        "#endif",
  	        "",
  	        "#if (FXAA_HLSL_4 == 1)",
  	        "    #define FxaaInt2 int2",
  	        "    struct FxaaTex { SamplerState smpl; Texture2D tex; };",
  	        "    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
  	        "    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
  	        "#endif",
  	        "",
  	        "#if (FXAA_HLSL_5 == 1)",
  	        "    #define FxaaInt2 int2",
  	        "    struct FxaaTex { SamplerState smpl; Texture2D tex; };",
  	        "    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
  	        "    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
  	        "    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)",
  	        "    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)",
  	        "    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)",
  	        "    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)",
  	        "#endif",
  	        "",
  	        "",
  	        "",
  	        "#if (FXAA_GREEN_AS_LUMA == 0)",
  	        "    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }",
  	        "#else",
  	        "    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }",
  	        "#endif",
  	        "",
  	        "",
  	        "",
  	        "",
  	        "",
  	        "#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 immediates.",
  	        "    // Immediates 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",
  	        "        #if (FXAA_GLSL_100 == 1)",
  	        "          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));",
  	        "          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));",
  	        "          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));",
  	        "          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));",
  	        "        #else",
  	        "          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",
  	        "    #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)",
  	        "        #if (FXAA_GLSL_100 == 1)",
  	        "          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));",
  	        "          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));",
  	        "          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));",
  	        "          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));",
  	        "        #else",
  	        "          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));",
  	        "        #endif",
  	        "    #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() {",
  	        "  gl_FragColor = FxaaPixelShader(",
  	        "    vUv,",
  	        "    vec4(0.0),",
  	        "    tDiffuse,",
  	        "    tDiffuse,",
  	        "    tDiffuse,",
  	        "    resolution,",
  	        "    vec4(0.0),",
  	        "    vec4(0.0),",
  	        "    vec4(0.0),",
  	        "    0.75,",
  	        "    0.166,",
  	        "    0.0833,",
  	        "    0.0,",
  	        "    0.0,",
  	        "    0.0,",
  	        "    vec4(0.0)",
  	        "  );",
  	        "",
  	        "  // TODO avoid querying texture twice for same texel",
  	        "  gl_FragColor.a = texture2D(tDiffuse, vUv).a;",
  	        "}"
  		].join("\n")
  
  	};
  
  	exports.FXAAShader = FXAAShader;
  
  }((this.Three = this.Three || {})));
  