{"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: /* @__PURE__ */ new Vector2(1 / 1024, 1 / 512) },\n  },\n\n  vertexShader: /* glsl */ `\n    varying vec2 vUv;\n\n    void main() {\n\n    \tvUv = uv;\n    \tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n    }\n  `,\n\n  fragmentShader: /* glsl */ `\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 algorithms 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 dont need AA.\",\n        //     For APIs which enable concurrent TEX+ROP from same surface.\n    \"    // 0 = Return unchanged color on pixels which dont 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    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