text: /**
   * @author alteredq / http://alteredqualia.com/
   * @author davidedc / http://www.sketchpatch.net/
   *
   * NVIDIA FXAA by Timothy Lottes
   * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
   * - WebGL port by @supereggbert
   * http://www.glge.org/demos/fxaa/
   */
  
  import { Vector2 } from '../../../build/three.module.js'
  
  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-keplerFXAAassetsshaders/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',
          '',
          '',
          '/*============================================================================',
          '                        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',
          '',
          '============================================================================*/',
          '#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',
          '',
          '',
          '/*============================================================================',
          '                   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 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'),
  }
  
  export { FXAAShader }
  