text: import { Vector2 } from '../math/Vector2.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-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 immedates.",
          "    // Immedates will result in compiler un-optimizing.",
          "    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)",
          "    FxaaFloat4 fxaaConsole360ConstDir",
          ") {",
          "",
          "    FxaaFloat2 posM;",
          "    posM.x = pos.x;",
          "    posM.y = pos.y;",
          "    #if (FXAA_GATHER4_ALPHA == 1)",
          "        #if (FXAA_DISCARD == 0)",
          "            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
          "            #if (FXAA_GREEN_AS_LUMA == 0)",
          "                #define lumaM rgbyM.w",
          "            #else",
          "                #define lumaM rgbyM.y",
          "            #endif",
          "        #endif",
          "        #if (FXAA_GREEN_AS_LUMA == 0)",
          "            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);",
          "            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));",
          "        #else",
          "            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);",
          "            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));",
          "        #endif",
          "        #if (FXAA_DISCARD == 1)",
          "            #define lumaM luma4A.w",
          "        #endif",
          "        #define lumaE luma4A.z",
          "        #define lumaS luma4A.x",
          "        #define lumaSE luma4A.y",
          "        #define lumaNW luma4B.w",
          "        #define lumaN luma4B.z",
          "        #define lumaW luma4B.x",
          "    #else",
          "        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
          "        #if (FXAA_GREEN_AS_LUMA == 0)",
          "            #define lumaM rgbyM.w",
          "        #else",
          "            #define lumaM rgbyM.y",
          "        #endif",
          "        #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 }
  