{"version":3,"file":"FXAAShader.cjs","sources":["../../src/shaders/FXAAShader.ts"],"sourcesContent":["import { Vector2 } from 'three'\n\n/**\n * NVIDIA FXAA by Timothy Lottes\n * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html\n * - WebGL port by @supereggbert\n * http://www.glge.org/demos/fxaa/\n */\n\nexport const FXAAShader = {\n  uniforms: {\n    tDiffuse: { value: null },\n    resolution: { value: new Vector2(1 / 1024, 1 / 512) },\n  },\n\n  vertexShader: [\n    'varying vec2 vUv;',\n\n    'void main() {',\n\n    '\tvUv = uv;',\n    '\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',\n\n    '}',\n  ].join('\\n'),\n\n  fragmentShader: [\n    'precision highp float;',\n    '',\n    'uniform sampler2D tDiffuse;',\n    '',\n    'uniform vec2 resolution;',\n    '',\n    'varying vec2 vUv;',\n    '',\n    '// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)',\n    '',\n    '//----------------------------------------------------------------------------------',\n    '// File:        es3-keplerFXAAassetsshaders/FXAA_DefaultES.frag',\n    '// SDK Version: v3.00',\n    '// Email:       gameworks@nvidia.com',\n    '// Site:        http://developer.nvidia.com/',\n    '//',\n    '// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.',\n    '//',\n    '// Redistribution and use in source and binary forms, with or without',\n    '// modification, are permitted provided that the following conditions',\n    '// are met:',\n    '//  * Redistributions of source code must retain the above copyright',\n    '//    notice, this list of conditions and the following disclaimer.',\n    '//  * Redistributions in binary form must reproduce the above copyright',\n    '//    notice, this list of conditions and the following disclaimer in the',\n    '//    documentation and/or other materials provided with the distribution.',\n    '//  * Neither the name of NVIDIA CORPORATION nor the names of its',\n    '//    contributors may be used to endorse or promote products derived',\n    '//    from this software without specific prior written permission.',\n    '//',\n    \"// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY\",\n    '// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE',\n    '// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR',\n    '// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR',\n    '// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,',\n    '// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,',\n    '// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR',\n    '// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY',\n    '// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT',\n    '// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE',\n    '// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.',\n    '//',\n    '//----------------------------------------------------------------------------------',\n    '',\n    '#define FXAA_PC 1',\n    '#define FXAA_GLSL_100 1',\n    '#define FXAA_QUALITY_PRESET 12',\n    '',\n    '#define FXAA_GREEN_AS_LUMA 1',\n    '',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_PC_CONSOLE',\n    '    //',\n    '    // The console algorithm for PC is included',\n    '    // for developers targeting really low spec machines.',\n    '    // Likely better to just run FXAA_PC, and use a really low preset.',\n    '    //',\n    '    #define FXAA_PC_CONSOLE 0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_GLSL_120',\n    '    #define FXAA_GLSL_120 0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_GLSL_130',\n    '    #define FXAA_GLSL_130 0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_HLSL_3',\n    '    #define FXAA_HLSL_3 0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_HLSL_4',\n    '    #define FXAA_HLSL_4 0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_HLSL_5',\n    '    #define FXAA_HLSL_5 0',\n    '#endif',\n    '/*==========================================================================*/',\n    '#ifndef FXAA_GREEN_AS_LUMA',\n    '    //',\n    '    // For those using non-linear color,',\n    '    // and either not able to get luma in alpha, or not wanting to,',\n    '    // this enables FXAA to run using green as a proxy for luma.',\n    '    // So with this enabled, no need to pack luma in alpha.',\n    '    //',\n    '    // This will turn off AA on anything which lacks some amount of green.',\n    '    // Pure red and blue or combination of only R and B, will get no AA.',\n    '    //',\n    '    // Might want to lower the settings for both,',\n    '    //    fxaaConsoleEdgeThresholdMin',\n    '    //    fxaaQualityEdgeThresholdMin',\n    '    // In order to insure AA does not get turned off on colors',\n    '    // which contain a minor amount of green.',\n    '    //',\n    '    // 1 = On.',\n    '    // 0 = Off.',\n    '    //',\n    '    #define FXAA_GREEN_AS_LUMA 0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_EARLY_EXIT',\n    '    //',\n    \"    // Controls algorithm's early exit path.\",\n    '    // On PS3 turning this ON adds 2 cycles to the shader.',\n    '    // On 360 turning this OFF adds 10ths of a millisecond to the shader.',\n    '    // Turning this off on console will result in a more blurry image.',\n    '    // So this defaults to on.',\n    '    //',\n    '    // 1 = On.',\n    '    // 0 = Off.',\n    '    //',\n    '    #define FXAA_EARLY_EXIT 1',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_DISCARD',\n    '    //',\n    '    // Only valid for PC OpenGL currently.',\n    '    // Probably will not work when FXAA_GREEN_AS_LUMA = 1.',\n    '    //',\n    \"    // 1 = Use discard on pixels which don't need AA.\",\n    '    //     For APIs which enable concurrent TEX+ROP from same surface.',\n    \"    // 0 = Return unchanged color on pixels which don't need AA.\",\n    '    //',\n    '    #define FXAA_DISCARD 0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_FAST_PIXEL_OFFSET',\n    '    //',\n    '    // Used for GLSL 120 only.',\n    '    //',\n    '    // 1 = GL API supports fast pixel offsets',\n    '    // 0 = do not use fast pixel offsets',\n    '    //',\n    '    #ifdef GL_EXT_gpu_shader4',\n    '        #define FXAA_FAST_PIXEL_OFFSET 1',\n    '    #endif',\n    '    #ifdef GL_NV_gpu_shader5',\n    '        #define FXAA_FAST_PIXEL_OFFSET 1',\n    '    #endif',\n    '    #ifdef GL_ARB_gpu_shader5',\n    '        #define FXAA_FAST_PIXEL_OFFSET 1',\n    '    #endif',\n    '    #ifndef FXAA_FAST_PIXEL_OFFSET',\n    '        #define FXAA_FAST_PIXEL_OFFSET 0',\n    '    #endif',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#ifndef FXAA_GATHER4_ALPHA',\n    '    //',\n    '    // 1 = API supports gather4 on alpha channel.',\n    '    // 0 = API does not support gather4 on alpha channel.',\n    '    //',\n    '    #if (FXAA_HLSL_5 == 1)',\n    '        #define FXAA_GATHER4_ALPHA 1',\n    '    #endif',\n    '    #ifdef GL_ARB_gpu_shader5',\n    '        #define FXAA_GATHER4_ALPHA 1',\n    '    #endif',\n    '    #ifdef GL_NV_gpu_shader5',\n    '        #define FXAA_GATHER4_ALPHA 1',\n    '    #endif',\n    '    #ifndef FXAA_GATHER4_ALPHA',\n    '        #define FXAA_GATHER4_ALPHA 0',\n    '    #endif',\n    '#endif',\n    '',\n    '',\n    '/*============================================================================',\n    '                        FXAA QUALITY - TUNING KNOBS',\n    '------------------------------------------------------------------------------',\n    'NOTE the other tuning knobs are now in the shader function inputs!',\n    '============================================================================*/',\n    '#ifndef FXAA_QUALITY_PRESET',\n    '    //',\n    '    // Choose the quality preset.',\n    '    // This needs to be compiled into the shader as it effects code.',\n    '    // Best option to include multiple presets is to',\n    '    // in each shader define the preset, then include this file.',\n    '    //',\n    '    // OPTIONS',\n    '    // -----------------------------------------------------------------------',\n    '    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)',\n    '    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)',\n    '    // 39       - no dither, very expensive',\n    '    //',\n    '    // NOTES',\n    '    // -----------------------------------------------------------------------',\n    '    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)',\n    '    // 13 = about same speed as FXAA 3.9 and better than 12',\n    '    // 23 = closest to FXAA 3.9 visually and performance wise',\n    '    //  _ = the lowest digit is directly related to performance',\n    '    // _  = the highest digit is directly related to style',\n    '    //',\n    '    #define FXAA_QUALITY_PRESET 12',\n    '#endif',\n    '',\n    '',\n    '/*============================================================================',\n    '',\n    '                           FXAA QUALITY - PRESETS',\n    '',\n    '============================================================================*/',\n    '',\n    '/*============================================================================',\n    '                     FXAA QUALITY - MEDIUM DITHER PRESETS',\n    '============================================================================*/',\n    '#if (FXAA_QUALITY_PRESET == 10)',\n    '    #define FXAA_QUALITY_PS 3',\n    '    #define FXAA_QUALITY_P0 1.5',\n    '    #define FXAA_QUALITY_P1 3.0',\n    '    #define FXAA_QUALITY_P2 12.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 11)',\n    '    #define FXAA_QUALITY_PS 4',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 3.0',\n    '    #define FXAA_QUALITY_P3 12.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 12)',\n    '    #define FXAA_QUALITY_PS 5',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 4.0',\n    '    #define FXAA_QUALITY_P4 12.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 13)',\n    '    #define FXAA_QUALITY_PS 6',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 4.0',\n    '    #define FXAA_QUALITY_P5 12.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 14)',\n    '    #define FXAA_QUALITY_PS 7',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 4.0',\n    '    #define FXAA_QUALITY_P6 12.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 15)',\n    '    #define FXAA_QUALITY_PS 8',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 2.0',\n    '    #define FXAA_QUALITY_P6 4.0',\n    '    #define FXAA_QUALITY_P7 12.0',\n    '#endif',\n    '',\n    '/*============================================================================',\n    '                     FXAA QUALITY - LOW DITHER PRESETS',\n    '============================================================================*/',\n    '#if (FXAA_QUALITY_PRESET == 20)',\n    '    #define FXAA_QUALITY_PS 3',\n    '    #define FXAA_QUALITY_P0 1.5',\n    '    #define FXAA_QUALITY_P1 2.0',\n    '    #define FXAA_QUALITY_P2 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 21)',\n    '    #define FXAA_QUALITY_PS 4',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 22)',\n    '    #define FXAA_QUALITY_PS 5',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 23)',\n    '    #define FXAA_QUALITY_PS 6',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 24)',\n    '    #define FXAA_QUALITY_PS 7',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 3.0',\n    '    #define FXAA_QUALITY_P6 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 25)',\n    '    #define FXAA_QUALITY_PS 8',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 2.0',\n    '    #define FXAA_QUALITY_P6 4.0',\n    '    #define FXAA_QUALITY_P7 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 26)',\n    '    #define FXAA_QUALITY_PS 9',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 2.0',\n    '    #define FXAA_QUALITY_P6 2.0',\n    '    #define FXAA_QUALITY_P7 4.0',\n    '    #define FXAA_QUALITY_P8 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 27)',\n    '    #define FXAA_QUALITY_PS 10',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 2.0',\n    '    #define FXAA_QUALITY_P6 2.0',\n    '    #define FXAA_QUALITY_P7 2.0',\n    '    #define FXAA_QUALITY_P8 4.0',\n    '    #define FXAA_QUALITY_P9 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 28)',\n    '    #define FXAA_QUALITY_PS 11',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 2.0',\n    '    #define FXAA_QUALITY_P6 2.0',\n    '    #define FXAA_QUALITY_P7 2.0',\n    '    #define FXAA_QUALITY_P8 2.0',\n    '    #define FXAA_QUALITY_P9 4.0',\n    '    #define FXAA_QUALITY_P10 8.0',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_QUALITY_PRESET == 29)',\n    '    #define FXAA_QUALITY_PS 12',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.5',\n    '    #define FXAA_QUALITY_P2 2.0',\n    '    #define FXAA_QUALITY_P3 2.0',\n    '    #define FXAA_QUALITY_P4 2.0',\n    '    #define FXAA_QUALITY_P5 2.0',\n    '    #define FXAA_QUALITY_P6 2.0',\n    '    #define FXAA_QUALITY_P7 2.0',\n    '    #define FXAA_QUALITY_P8 2.0',\n    '    #define FXAA_QUALITY_P9 2.0',\n    '    #define FXAA_QUALITY_P10 4.0',\n    '    #define FXAA_QUALITY_P11 8.0',\n    '#endif',\n    '',\n    '/*============================================================================',\n    '                     FXAA QUALITY - EXTREME QUALITY',\n    '============================================================================*/',\n    '#if (FXAA_QUALITY_PRESET == 39)',\n    '    #define FXAA_QUALITY_PS 12',\n    '    #define FXAA_QUALITY_P0 1.0',\n    '    #define FXAA_QUALITY_P1 1.0',\n    '    #define FXAA_QUALITY_P2 1.0',\n    '    #define FXAA_QUALITY_P3 1.0',\n    '    #define FXAA_QUALITY_P4 1.0',\n    '    #define FXAA_QUALITY_P5 1.5',\n    '    #define FXAA_QUALITY_P6 2.0',\n    '    #define FXAA_QUALITY_P7 2.0',\n    '    #define FXAA_QUALITY_P8 2.0',\n    '    #define FXAA_QUALITY_P9 2.0',\n    '    #define FXAA_QUALITY_P10 4.0',\n    '    #define FXAA_QUALITY_P11 8.0',\n    '#endif',\n    '',\n    '',\n    '',\n    '/*============================================================================',\n    '',\n    '                                API PORTING',\n    '',\n    '============================================================================*/',\n    '#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)',\n    '    #define FxaaBool bool',\n    '    #define FxaaDiscard discard',\n    '    #define FxaaFloat float',\n    '    #define FxaaFloat2 vec2',\n    '    #define FxaaFloat3 vec3',\n    '    #define FxaaFloat4 vec4',\n    '    #define FxaaHalf float',\n    '    #define FxaaHalf2 vec2',\n    '    #define FxaaHalf3 vec3',\n    '    #define FxaaHalf4 vec4',\n    '    #define FxaaInt2 ivec2',\n    '    #define FxaaSat(x) clamp(x, 0.0, 1.0)',\n    '    #define FxaaTex sampler2D',\n    '#else',\n    '    #define FxaaBool bool',\n    '    #define FxaaDiscard clip(-1)',\n    '    #define FxaaFloat float',\n    '    #define FxaaFloat2 float2',\n    '    #define FxaaFloat3 float3',\n    '    #define FxaaFloat4 float4',\n    '    #define FxaaHalf half',\n    '    #define FxaaHalf2 half2',\n    '    #define FxaaHalf3 half3',\n    '    #define FxaaHalf4 half4',\n    '    #define FxaaSat(x) saturate(x)',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_GLSL_100 == 1)',\n    '  #define FxaaTexTop(t, p) texture2D(t, p, 0.0)',\n    '  #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_GLSL_120 == 1)',\n    '    // Requires,',\n    '    //  #version 120',\n    '    // And at least,',\n    '    //  #extension GL_EXT_gpu_shader4 : enable',\n    '    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)',\n    '    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)',\n    '    #if (FXAA_FAST_PIXEL_OFFSET == 1)',\n    '        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)',\n    '    #else',\n    '        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)',\n    '    #endif',\n    '    #if (FXAA_GATHER4_ALPHA == 1)',\n    '        // use #extension GL_ARB_gpu_shader5 : enable',\n    '        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)',\n    '        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)',\n    '        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)',\n    '        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)',\n    '    #endif',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_GLSL_130 == 1)',\n    '    // Requires \"#version 130\" or better',\n    '    #define FxaaTexTop(t, p) textureLod(t, p, 0.0)',\n    '    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)',\n    '    #if (FXAA_GATHER4_ALPHA == 1)',\n    '        // use #extension GL_ARB_gpu_shader5 : enable',\n    '        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)',\n    '        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)',\n    '        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)',\n    '        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)',\n    '    #endif',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_HLSL_3 == 1)',\n    '    #define FxaaInt2 float2',\n    '    #define FxaaTex sampler2D',\n    '    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))',\n    '    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_HLSL_4 == 1)',\n    '    #define FxaaInt2 int2',\n    '    struct FxaaTex { SamplerState smpl; Texture2D tex; };',\n    '    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)',\n    '    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)',\n    '#endif',\n    '/*--------------------------------------------------------------------------*/',\n    '#if (FXAA_HLSL_5 == 1)',\n    '    #define FxaaInt2 int2',\n    '    struct FxaaTex { SamplerState smpl; Texture2D tex; };',\n    '    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)',\n    '    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)',\n    '    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)',\n    '    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)',\n    '    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)',\n    '    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)',\n    '#endif',\n    '',\n    '',\n    '/*============================================================================',\n    '                   GREEN AS LUMA OPTION SUPPORT FUNCTION',\n    '============================================================================*/',\n    '#if (FXAA_GREEN_AS_LUMA == 0)',\n    '    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }',\n    '#else',\n    '    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }',\n    '#endif',\n    '',\n    '',\n    '',\n    '',\n    '/*============================================================================',\n    '',\n    '                             FXAA3 QUALITY - PC',\n    '',\n    '============================================================================*/',\n    '#if (FXAA_PC == 1)',\n    '/*--------------------------------------------------------------------------*/',\n    'FxaaFloat4 FxaaPixelShader(',\n    '    //',\n    '    // Use noperspective interpolation here (turn off perspective interpolation).',\n    '    // {xy} = center of pixel',\n    '    FxaaFloat2 pos,',\n    '    //',\n    '    // Used only for FXAA Console, and not used on the 360 version.',\n    '    // Use noperspective interpolation here (turn off perspective interpolation).',\n    '    // {xy_} = upper left of pixel',\n    '    // {_zw} = lower right of pixel',\n    '    FxaaFloat4 fxaaConsolePosPos,',\n    '    //',\n    '    // Input color texture.',\n    '    // {rgb_} = color in linear or perceptual color space',\n    '    // if (FXAA_GREEN_AS_LUMA == 0)',\n    '    //     {__a} = luma in perceptual color space (not linear)',\n    '    FxaaTex tex,',\n    '    //',\n    '    // Only used on the optimized 360 version of FXAA Console.',\n    '    // For everything but 360, just use the same input here as for \"tex\".',\n    '    // For 360, same texture, just alias with a 2nd sampler.',\n    '    // This sampler needs to have an exponent bias of -1.',\n    '    FxaaTex fxaaConsole360TexExpBiasNegOne,',\n    '    //',\n    '    // Only used on the optimized 360 version of FXAA Console.',\n    '    // For everything but 360, just use the same input here as for \"tex\".',\n    '    // For 360, same texture, just alias with a 3nd sampler.',\n    '    // This sampler needs to have an exponent bias of -2.',\n    '    FxaaTex fxaaConsole360TexExpBiasNegTwo,',\n    '    //',\n    '    // Only used on FXAA Quality.',\n    '    // This must be from a constant/uniform.',\n    '    // {x_} = 1.0/screenWidthInPixels',\n    '    // {_y} = 1.0/screenHeightInPixels',\n    '    FxaaFloat2 fxaaQualityRcpFrame,',\n    '    //',\n    '    // Only used on FXAA Console.',\n    '    // This must be from a constant/uniform.',\n    '    // This effects sub-pixel AA quality and inversely sharpness.',\n    '    //   Where N ranges between,',\n    '    //     N = 0.50 (default)',\n    '    //     N = 0.33 (sharper)',\n    '    // {x__} = -N/screenWidthInPixels',\n    '    // {_y_} = -N/screenHeightInPixels',\n    '    // {_z_} =  N/screenWidthInPixels',\n    '    // {__w} =  N/screenHeightInPixels',\n    '    FxaaFloat4 fxaaConsoleRcpFrameOpt,',\n    '    //',\n    '    // Only used on FXAA Console.',\n    '    // Not used on 360, but used on PS3 and PC.',\n    '    // This must be from a constant/uniform.',\n    '    // {x__} = -2.0/screenWidthInPixels',\n    '    // {_y_} = -2.0/screenHeightInPixels',\n    '    // {_z_} =  2.0/screenWidthInPixels',\n    '    // {__w} =  2.0/screenHeightInPixels',\n    '    FxaaFloat4 fxaaConsoleRcpFrameOpt2,',\n    '    //',\n    '    // Only used on FXAA Console.',\n    '    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.',\n    '    // This must be from a constant/uniform.',\n    '    // {x__} =  8.0/screenWidthInPixels',\n    '    // {_y_} =  8.0/screenHeightInPixels',\n    '    // {_z_} = -4.0/screenWidthInPixels',\n    '    // {__w} = -4.0/screenHeightInPixels',\n    '    FxaaFloat4 fxaaConsole360RcpFrameOpt2,',\n    '    //',\n    '    // Only used on FXAA Quality.',\n    '    // This used to be the FXAA_QUALITY_SUBPIX define.',\n    '    // It is here now to allow easier tuning.',\n    '    // Choose the amount of sub-pixel aliasing removal.',\n    '    // This can effect sharpness.',\n    '    //   1.00 - upper limit (softer)',\n    '    //   0.75 - default amount of filtering',\n    '    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)',\n    '    //   0.25 - almost off',\n    '    //   0.00 - completely off',\n    '    FxaaFloat fxaaQualitySubpix,',\n    '    //',\n    '    // Only used on FXAA Quality.',\n    '    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.',\n    '    // It is here now to allow easier tuning.',\n    '    // The minimum amount of local contrast required to apply algorithm.',\n    '    //   0.333 - too little (faster)',\n    '    //   0.250 - low quality',\n    '    //   0.166 - default',\n    '    //   0.125 - high quality',\n    '    //   0.063 - overkill (slower)',\n    '    FxaaFloat fxaaQualityEdgeThreshold,',\n    '    //',\n    '    // Only used on FXAA Quality.',\n    '    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.',\n    '    // It is here now to allow easier tuning.',\n    '    // Trims the algorithm from processing darks.',\n    '    //   0.0833 - upper limit (default, the start of visible unfiltered edges)',\n    '    //   0.0625 - high quality (faster)',\n    '    //   0.0312 - visible limit (slower)',\n    '    // Special notes when using FXAA_GREEN_AS_LUMA,',\n    '    //   Likely want to set this to zero.',\n    '    //   As colors that are mostly not-green',\n    '    //   will appear very dark in the green channel!',\n    '    //   Tune by looking at mostly non-green content,',\n    '    //   then start at zero and increase until aliasing is a problem.',\n    '    FxaaFloat fxaaQualityEdgeThresholdMin,',\n    '    //',\n    '    // Only used on FXAA Console.',\n    '    // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.',\n    '    // It is here now to allow easier tuning.',\n    '    // This does not effect PS3, as this needs to be compiled in.',\n    '    //   Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.',\n    '    //   Due to the PS3 being ALU bound,',\n    '    //   there are only three safe values here: 2 and 4 and 8.',\n    '    //   These options use the shaders ability to a free *|/ by 2|4|8.',\n    '    // For all other platforms can be a non-power of two.',\n    '    //   8.0 is sharper (default!!!)',\n    '    //   4.0 is softer',\n    '    //   2.0 is really soft (good only for vector graphics inputs)',\n    '    FxaaFloat fxaaConsoleEdgeSharpness,',\n    '    //',\n    '    // Only used on FXAA Console.',\n    '    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.',\n    '    // It is here now to allow easier tuning.',\n    '    // This does not effect PS3, as this needs to be compiled in.',\n    '    //   Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.',\n    '    //   Due to the PS3 being ALU bound,',\n    '    //   there are only two safe values here: 1/4 and 1/8.',\n    '    //   These options use the shaders ability to a free *|/ by 2|4|8.',\n    '    // The console setting has a different mapping than the quality setting.',\n    '    // Other platforms can use other values.',\n    '    //   0.125 leaves less aliasing, but is softer (default!!!)',\n    '    //   0.25 leaves more aliasing, and is sharper',\n    '    FxaaFloat fxaaConsoleEdgeThreshold,',\n    '    //',\n    '    // Only used on FXAA Console.',\n    '    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.',\n    '    // It is here now to allow easier tuning.',\n    '    // Trims the algorithm from processing darks.',\n    '    // The console setting has a different mapping than the quality setting.',\n    '    // This only applies when FXAA_EARLY_EXIT is 1.',\n    '    // This does not apply to PS3,',\n    '    // PS3 was simplified to avoid more shader instructions.',\n    '    //   0.06 - faster but more aliasing in darks',\n    '    //   0.05 - default',\n    '    //   0.04 - slower and less aliasing in darks',\n    '    // Special notes when using FXAA_GREEN_AS_LUMA,',\n    '    //   Likely want to set this to zero.',\n    '    //   As colors that are mostly not-green',\n    '    //   will appear very dark in the green channel!',\n    '    //   Tune by looking at mostly non-green content,',\n    '    //   then start at zero and increase until aliasing is a problem.',\n    '    FxaaFloat fxaaConsoleEdgeThresholdMin,',\n    '    //',\n    '    // Extra constants for 360 FXAA Console only.',\n    '    // Use zeros or anything else for other platforms.',\n    '    // These must be in physical constant registers and NOT immediates.',\n    '    // Immediates will result in compiler un-optimizing.',\n    '    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)',\n    '    FxaaFloat4 fxaaConsole360ConstDir',\n    ') {',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat2 posM;',\n    '    posM.x = pos.x;',\n    '    posM.y = pos.y;',\n    '    #if (FXAA_GATHER4_ALPHA == 1)',\n    '        #if (FXAA_DISCARD == 0)',\n    '            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);',\n    '            #if (FXAA_GREEN_AS_LUMA == 0)',\n    '                #define lumaM rgbyM.w',\n    '            #else',\n    '                #define lumaM rgbyM.y',\n    '            #endif',\n    '        #endif',\n    '        #if (FXAA_GREEN_AS_LUMA == 0)',\n    '            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);',\n    '            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));',\n    '        #else',\n    '            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);',\n    '            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));',\n    '        #endif',\n    '        #if (FXAA_DISCARD == 1)',\n    '            #define lumaM luma4A.w',\n    '        #endif',\n    '        #define lumaE luma4A.z',\n    '        #define lumaS luma4A.x',\n    '        #define lumaSE luma4A.y',\n    '        #define lumaNW luma4B.w',\n    '        #define lumaN luma4B.z',\n    '        #define lumaW luma4B.x',\n    '    #else',\n    '        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);',\n    '        #if (FXAA_GREEN_AS_LUMA == 0)',\n    '            #define lumaM rgbyM.w',\n    '        #else',\n    '            #define lumaM rgbyM.y',\n    '        #endif',\n    '        #if (FXAA_GLSL_100 == 1)',\n    '          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));',\n    '        #else',\n    '          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));',\n    '        #endif',\n    '    #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat maxSM = max(lumaS, lumaM);',\n    '    FxaaFloat minSM = min(lumaS, lumaM);',\n    '    FxaaFloat maxESM = max(lumaE, maxSM);',\n    '    FxaaFloat minESM = min(lumaE, minSM);',\n    '    FxaaFloat maxWN = max(lumaN, lumaW);',\n    '    FxaaFloat minWN = min(lumaN, lumaW);',\n    '    FxaaFloat rangeMax = max(maxWN, maxESM);',\n    '    FxaaFloat rangeMin = min(minWN, minESM);',\n    '    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;',\n    '    FxaaFloat range = rangeMax - rangeMin;',\n    '    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);',\n    '    FxaaBool earlyExit = range < rangeMaxClamped;',\n    '/*--------------------------------------------------------------------------*/',\n    '    if(earlyExit)',\n    '        #if (FXAA_DISCARD == 1)',\n    '            FxaaDiscard;',\n    '        #else',\n    '            return rgbyM;',\n    '        #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '    #if (FXAA_GATHER4_ALPHA == 0)',\n    '        #if (FXAA_GLSL_100 == 1)',\n    '          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));',\n    '        #else',\n    '          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));',\n    '          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));',\n    '        #endif',\n    '    #else',\n    '        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));',\n    '        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));',\n    '    #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat lumaNS = lumaN + lumaS;',\n    '    FxaaFloat lumaWE = lumaW + lumaE;',\n    '    FxaaFloat subpixRcpRange = 1.0/range;',\n    '    FxaaFloat subpixNSWE = lumaNS + lumaWE;',\n    '    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;',\n    '    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat lumaNESE = lumaNE + lumaSE;',\n    '    FxaaFloat lumaNWNE = lumaNW + lumaNE;',\n    '    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;',\n    '    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat lumaNWSW = lumaNW + lumaSW;',\n    '    FxaaFloat lumaSWSE = lumaSW + lumaSE;',\n    '    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);',\n    '    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);',\n    '    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;',\n    '    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;',\n    '    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;',\n    '    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;',\n    '    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;',\n    '    FxaaBool horzSpan = edgeHorz >= edgeVert;',\n    '    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;',\n    '/*--------------------------------------------------------------------------*/',\n    '    if(!horzSpan) lumaN = lumaW;',\n    '    if(!horzSpan) lumaS = lumaE;',\n    '    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;',\n    '    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat gradientN = lumaN - lumaM;',\n    '    FxaaFloat gradientS = lumaS - lumaM;',\n    '    FxaaFloat lumaNN = lumaN + lumaM;',\n    '    FxaaFloat lumaSS = lumaS + lumaM;',\n    '    FxaaBool pairN = abs(gradientN) >= abs(gradientS);',\n    '    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));',\n    '    if(pairN) lengthSign = -lengthSign;',\n    '    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat2 posB;',\n    '    posB.x = posM.x;',\n    '    posB.y = posM.y;',\n    '    FxaaFloat2 offNP;',\n    '    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;',\n    '    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;',\n    '    if(!horzSpan) posB.x += lengthSign * 0.5;',\n    '    if( horzSpan) posB.y += lengthSign * 0.5;',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat2 posN;',\n    '    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;',\n    '    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;',\n    '    FxaaFloat2 posP;',\n    '    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;',\n    '    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;',\n    '    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;',\n    '    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));',\n    '    FxaaFloat subpixE = subpixC * subpixC;',\n    '    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));',\n    '/*--------------------------------------------------------------------------*/',\n    '    if(!pairN) lumaNN = lumaSS;',\n    '    FxaaFloat gradientScaled = gradient * 1.0/4.0;',\n    '    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;',\n    '    FxaaFloat subpixF = subpixD * subpixE;',\n    '    FxaaBool lumaMLTZero = lumaMM < 0.0;',\n    '/*--------------------------------------------------------------------------*/',\n    '    lumaEndN -= lumaNN * 0.5;',\n    '    lumaEndP -= lumaNN * 0.5;',\n    '    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;',\n    '    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;',\n    '    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;',\n    '    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;',\n    '    FxaaBool doneNP = (!doneN) || (!doneP);',\n    '    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;',\n    '    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;',\n    '/*--------------------------------------------------------------------------*/',\n    '    if(doneNP) {',\n    '        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '        doneN = abs(lumaEndN) >= gradientScaled;',\n    '        doneP = abs(lumaEndP) >= gradientScaled;',\n    '        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;',\n    '        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;',\n    '        doneNP = (!doneN) || (!doneP);',\n    '        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;',\n    '        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;',\n    '/*--------------------------------------------------------------------------*/',\n    '        #if (FXAA_QUALITY_PS > 3)',\n    '        if(doneNP) {',\n    '            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '            doneN = abs(lumaEndN) >= gradientScaled;',\n    '            doneP = abs(lumaEndP) >= gradientScaled;',\n    '            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;',\n    '            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;',\n    '            doneNP = (!doneN) || (!doneP);',\n    '            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;',\n    '            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;',\n    '/*--------------------------------------------------------------------------*/',\n    '            #if (FXAA_QUALITY_PS > 4)',\n    '            if(doneNP) {',\n    '                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '                doneN = abs(lumaEndN) >= gradientScaled;',\n    '                doneP = abs(lumaEndP) >= gradientScaled;',\n    '                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;',\n    '                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;',\n    '                doneNP = (!doneN) || (!doneP);',\n    '                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;',\n    '                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;',\n    '/*--------------------------------------------------------------------------*/',\n    '                #if (FXAA_QUALITY_PS > 5)',\n    '                if(doneNP) {',\n    '                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '                    doneN = abs(lumaEndN) >= gradientScaled;',\n    '                    doneP = abs(lumaEndP) >= gradientScaled;',\n    '                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;',\n    '                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;',\n    '                    doneNP = (!doneN) || (!doneP);',\n    '                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;',\n    '                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;',\n    '/*--------------------------------------------------------------------------*/',\n    '                    #if (FXAA_QUALITY_PS > 6)',\n    '                    if(doneNP) {',\n    '                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '                        doneN = abs(lumaEndN) >= gradientScaled;',\n    '                        doneP = abs(lumaEndP) >= gradientScaled;',\n    '                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;',\n    '                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;',\n    '                        doneNP = (!doneN) || (!doneP);',\n    '                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;',\n    '                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;',\n    '/*--------------------------------------------------------------------------*/',\n    '                        #if (FXAA_QUALITY_PS > 7)',\n    '                        if(doneNP) {',\n    '                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '                            doneN = abs(lumaEndN) >= gradientScaled;',\n    '                            doneP = abs(lumaEndP) >= gradientScaled;',\n    '                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;',\n    '                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;',\n    '                            doneNP = (!doneN) || (!doneP);',\n    '                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;',\n    '                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;',\n    '/*--------------------------------------------------------------------------*/',\n    '    #if (FXAA_QUALITY_PS > 8)',\n    '    if(doneNP) {',\n    '        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '        doneN = abs(lumaEndN) >= gradientScaled;',\n    '        doneP = abs(lumaEndP) >= gradientScaled;',\n    '        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;',\n    '        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;',\n    '        doneNP = (!doneN) || (!doneP);',\n    '        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;',\n    '        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;',\n    '/*--------------------------------------------------------------------------*/',\n    '        #if (FXAA_QUALITY_PS > 9)',\n    '        if(doneNP) {',\n    '            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '            doneN = abs(lumaEndN) >= gradientScaled;',\n    '            doneP = abs(lumaEndP) >= gradientScaled;',\n    '            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;',\n    '            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;',\n    '            doneNP = (!doneN) || (!doneP);',\n    '            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;',\n    '            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;',\n    '/*--------------------------------------------------------------------------*/',\n    '            #if (FXAA_QUALITY_PS > 10)',\n    '            if(doneNP) {',\n    '                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '                doneN = abs(lumaEndN) >= gradientScaled;',\n    '                doneP = abs(lumaEndP) >= gradientScaled;',\n    '                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;',\n    '                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;',\n    '                doneNP = (!doneN) || (!doneP);',\n    '                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;',\n    '                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;',\n    '/*--------------------------------------------------------------------------*/',\n    '                #if (FXAA_QUALITY_PS > 11)',\n    '                if(doneNP) {',\n    '                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '                    doneN = abs(lumaEndN) >= gradientScaled;',\n    '                    doneP = abs(lumaEndP) >= gradientScaled;',\n    '                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;',\n    '                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;',\n    '                    doneNP = (!doneN) || (!doneP);',\n    '                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;',\n    '                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;',\n    '/*--------------------------------------------------------------------------*/',\n    '                    #if (FXAA_QUALITY_PS > 12)',\n    '                    if(doneNP) {',\n    '                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));',\n    '                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));',\n    '                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;',\n    '                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;',\n    '                        doneN = abs(lumaEndN) >= gradientScaled;',\n    '                        doneP = abs(lumaEndP) >= gradientScaled;',\n    '                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;',\n    '                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;',\n    '                        doneNP = (!doneN) || (!doneP);',\n    '                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;',\n    '                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;',\n    '/*--------------------------------------------------------------------------*/',\n    '                    }',\n    '                    #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '                }',\n    '                #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '            }',\n    '            #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '        }',\n    '        #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '    }',\n    '    #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '                        }',\n    '                        #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '                    }',\n    '                    #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '                }',\n    '                #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '            }',\n    '            #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '        }',\n    '        #endif',\n    '/*--------------------------------------------------------------------------*/',\n    '    }',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat dstN = posM.x - posN.x;',\n    '    FxaaFloat dstP = posP.x - posM.x;',\n    '    if(!horzSpan) dstN = posM.y - posN.y;',\n    '    if(!horzSpan) dstP = posP.y - posM.y;',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;',\n    '    FxaaFloat spanLength = (dstP + dstN);',\n    '    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;',\n    '    FxaaFloat spanLengthRcp = 1.0/spanLength;',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaBool directionN = dstN < dstP;',\n    '    FxaaFloat dst = min(dstN, dstP);',\n    '    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;',\n    '    FxaaFloat subpixG = subpixF * subpixF;',\n    '    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;',\n    '    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;',\n    '/*--------------------------------------------------------------------------*/',\n    '    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;',\n    '    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);',\n    '    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;',\n    '    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;',\n    '    #if (FXAA_DISCARD == 1)',\n    '        return FxaaTexTop(tex, posM);',\n    '    #else',\n    '        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);',\n    '    #endif',\n    '}',\n    '/*==========================================================================*/',\n    '#endif',\n    '',\n    'void main() {',\n    '  gl_FragColor = FxaaPixelShader(',\n    '    vUv,',\n    '    vec4(0.0),',\n    '    tDiffuse,',\n    '    tDiffuse,',\n    '    tDiffuse,',\n    '    resolution,',\n    '    vec4(0.0),',\n    '    vec4(0.0),',\n    '    vec4(0.0),',\n    '    0.75,',\n    '    0.166,',\n    '    0.0833,',\n    '    0.0,',\n    '    0.0,',\n    '    0.0,',\n    '    vec4(0.0)',\n    '  );',\n    '',\n    '  // TODO avoid querying texture twice for same texel',\n    '  gl_FragColor.a = texture2D(tDiffuse, vUv).a;',\n    '}',\n  ].join('\\n'),\n}\n"],"names":["Vector2"],"mappings":";;;AASO,MAAM,aAAa;AAAA,EACxB,UAAU;AAAA,IACR,UAAU,EAAE,OAAO,KAAK;AAAA,IACxB,YAAY,EAAE,OAAO,IAAIA,cAAQ,IAAI,MAAM,IAAI,GAAG,EAAE;AAAA,EACtD;AAAA,EAEA,cAAc;AAAA,IACZ;AAAA,IAEA;AAAA,IAEA;AAAA,IACA;AAAA,IAEA;AAAA,EAAA,EACA,KAAK,IAAI;AAAA,EAEX,gBAAgB;AAAA,IACd;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AA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