text: ( function () {
  
  	/**
   * 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/
   */
  
  	const FXAAShader = {
  		uniforms: {
  			'tDiffuse': {
  				value: null
  			},
  			'resolution': {
  				value: new THREE.Vector2( 1 / 1024, 1 / 512 )
  			}
  		},
  		vertexShader:
    /* glsl */
    `
  
  		varying vec2 vUv;
  
  		void main() {
  
  			vUv = uv;
  			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
  
  		}`,
  		fragmentShader: // 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.
  		//
  		//----------------------------------------------------------------------------------
  
    /* glsl */
    `
  
  		precision highp float;
  
  		uniform sampler2D tDiffuse;
  
  		uniform vec2 resolution;
  
  		varying vec2 vUv;
  
  		#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;
  		}`
  	};
  
  	THREE.FXAAShader = FXAAShader;
  
  } )();
  