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