( function () {

	/**
 * NVIDIA FXAA by Timothy Lottes
 * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
 * - WebGL port by @supereggbert
 * http://www.glge.org/demos/fxaa/
 */

	const FXAAShader = {
		uniforms: {
			'tDiffuse': {
				value: null
			},
			'resolution': {
				value: new THREE.Vector2( 1 / 1024, 1 / 512 )
			}
		},
		vertexShader:
  /* glsl */
  `

		varying vec2 vUv;

		void main() {

			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,
		fragmentShader: // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
		//----------------------------------------------------------------------------------
		// File:				es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
		// SDK Version: v3.00
		// Email:			 gameworks@nvidia.com
		// Site:				http://developer.nvidia.com/
		//
		// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
		//
		// Redistribution and use in source and binary forms, with or without
		// modification, are permitted provided that the following conditions
		// are met:
		//	* Redistributions of source code must retain the above copyright
		//		notice, this list of conditions and the following disclaimer.
		//	* Redistributions in binary form must reproduce the above copyright
		//		notice, this list of conditions and the following disclaimer in the
		//		documentation and/or other materials provided with the distribution.
		//	* Neither the name of NVIDIA CORPORATION nor the names of its
		//		contributors may be used to endorse or promote products derived
		//		from this software without specific prior written permission.
		//
		// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS\'\' AND ANY
		// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
		// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
		// PURPOSE ARE DISCLAIMED.	IN NO EVENT SHALL THE COPYRIGHT OWNER OR
		// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
		// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
		// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
		// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
		// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
		// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
		// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
		//
		//----------------------------------------------------------------------------------

  /* glsl */
  `

		precision highp float;

		uniform sampler2D tDiffuse;

		uniform vec2 resolution;

		varying vec2 vUv;

		#define FXAA_PC 1
		#define FXAA_GLSL_100 1
		#define FXAA_QUALITY_PRESET 12

		#define FXAA_GREEN_AS_LUMA 1

		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_PC_CONSOLE
				//
				// The console algorithm for PC is included
				// for developers targeting really low spec machines.
				// Likely better to just run FXAA_PC, and use a really low preset.
				//
				#define FXAA_PC_CONSOLE 0
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_GLSL_120
				#define FXAA_GLSL_120 0
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_GLSL_130
				#define FXAA_GLSL_130 0
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_HLSL_3
				#define FXAA_HLSL_3 0
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_HLSL_4
				#define FXAA_HLSL_4 0
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_HLSL_5
				#define FXAA_HLSL_5 0
		#endif
		/*==========================================================================*/
		#ifndef FXAA_GREEN_AS_LUMA
				//
				// For those using non-linear color,
				// and either not able to get luma in alpha, or not wanting to,
				// this enables FXAA to run using green as a proxy for luma.
				// So with this enabled, no need to pack luma in alpha.
				//
				// This will turn off AA on anything which lacks some amount of green.
				// Pure red and blue or combination of only R and B, will get no AA.
				//
				// Might want to lower the settings for both,
				//		fxaaConsoleEdgeThresholdMin
				//		fxaaQualityEdgeThresholdMin
				// In order to insure AA does not get turned off on colors
				// which contain a minor amount of green.
				//
				// 1 = On.
				// 0 = Off.
				//
				#define FXAA_GREEN_AS_LUMA 0
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_EARLY_EXIT
				//
				// Controls algorithm\'s early exit path.
				// On PS3 turning this ON adds 2 cycles to the shader.
				// On 360 turning this OFF adds 10ths of a millisecond to the shader.
				// Turning this off on console will result in a more blurry image.
				// So this defaults to on.
				//
				// 1 = On.
				// 0 = Off.
				//
				#define FXAA_EARLY_EXIT 1
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_DISCARD
				//
				// Only valid for PC OpenGL currently.
				// Probably will not work when FXAA_GREEN_AS_LUMA = 1.
				//
				// 1 = Use discard on pixels which don\'t need AA.
				//		 For APIs which enable concurrent TEX+ROP from same surface.
				// 0 = Return unchanged color on pixels which don\'t need AA.
				//
				#define FXAA_DISCARD 0
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_FAST_PIXEL_OFFSET
				//
				// Used for GLSL 120 only.
				//
				// 1 = GL API supports fast pixel offsets
				// 0 = do not use fast pixel offsets
				//
				#ifdef GL_EXT_gpu_shader4
						#define FXAA_FAST_PIXEL_OFFSET 1
				#endif
				#ifdef GL_NV_gpu_shader5
						#define FXAA_FAST_PIXEL_OFFSET 1
				#endif
				#ifdef GL_ARB_gpu_shader5
						#define FXAA_FAST_PIXEL_OFFSET 1
				#endif
				#ifndef FXAA_FAST_PIXEL_OFFSET
						#define FXAA_FAST_PIXEL_OFFSET 0
				#endif
		#endif
		/*--------------------------------------------------------------------------*/
		#ifndef FXAA_GATHER4_ALPHA
				//
				// 1 = API supports gather4 on alpha channel.
				// 0 = API does not support gather4 on alpha channel.
				//
				#if (FXAA_HLSL_5 == 1)
						#define FXAA_GATHER4_ALPHA 1
				#endif
				#ifdef GL_ARB_gpu_shader5
						#define FXAA_GATHER4_ALPHA 1
				#endif
				#ifdef GL_NV_gpu_shader5
						#define FXAA_GATHER4_ALPHA 1
				#endif
				#ifndef FXAA_GATHER4_ALPHA
						#define FXAA_GATHER4_ALPHA 0
				#endif
		#endif


		/*============================================================================
														FXAA QUALITY - TUNING KNOBS
		------------------------------------------------------------------------------
		NOTE the other tuning knobs are now in the shader function inputs!
		============================================================================*/
		#ifndef FXAA_QUALITY_PRESET
				//
				// Choose the quality preset.
				// This needs to be compiled into the shader as it effects code.
				// Best option to include multiple presets is to
				// in each shader define the preset, then include this file.
				//
				// OPTIONS
				// -----------------------------------------------------------------------
				// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
				// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
				// 39			 - no dither, very expensive
				//
				// NOTES
				// -----------------------------------------------------------------------
				// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
				// 13 = about same speed as FXAA 3.9 and better than 12
				// 23 = closest to FXAA 3.9 visually and performance wise
				//	_ = the lowest digit is directly related to performance
				// _	= the highest digit is directly related to style
				//
				#define FXAA_QUALITY_PRESET 12
		#endif


		/*============================================================================

															 FXAA QUALITY - PRESETS

		============================================================================*/

		/*============================================================================
												 FXAA QUALITY - MEDIUM DITHER PRESETS
		============================================================================*/
		#if (FXAA_QUALITY_PRESET == 10)
				#define FXAA_QUALITY_PS 3
				#define FXAA_QUALITY_P0 1.5
				#define FXAA_QUALITY_P1 3.0
				#define FXAA_QUALITY_P2 12.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 11)
				#define FXAA_QUALITY_PS 4
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 3.0
				#define FXAA_QUALITY_P3 12.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 12)
				#define FXAA_QUALITY_PS 5
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 4.0
				#define FXAA_QUALITY_P4 12.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 13)
				#define FXAA_QUALITY_PS 6
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 4.0
				#define FXAA_QUALITY_P5 12.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 14)
				#define FXAA_QUALITY_PS 7
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 4.0
				#define FXAA_QUALITY_P6 12.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 15)
				#define FXAA_QUALITY_PS 8
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 2.0
				#define FXAA_QUALITY_P6 4.0
				#define FXAA_QUALITY_P7 12.0
		#endif

		/*============================================================================
												 FXAA QUALITY - LOW DITHER PRESETS
		============================================================================*/
		#if (FXAA_QUALITY_PRESET == 20)
				#define FXAA_QUALITY_PS 3
				#define FXAA_QUALITY_P0 1.5
				#define FXAA_QUALITY_P1 2.0
				#define FXAA_QUALITY_P2 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 21)
				#define FXAA_QUALITY_PS 4
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 22)
				#define FXAA_QUALITY_PS 5
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 23)
				#define FXAA_QUALITY_PS 6
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 24)
				#define FXAA_QUALITY_PS 7
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 3.0
				#define FXAA_QUALITY_P6 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 25)
				#define FXAA_QUALITY_PS 8
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 2.0
				#define FXAA_QUALITY_P6 4.0
				#define FXAA_QUALITY_P7 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 26)
				#define FXAA_QUALITY_PS 9
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 2.0
				#define FXAA_QUALITY_P6 2.0
				#define FXAA_QUALITY_P7 4.0
				#define FXAA_QUALITY_P8 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 27)
				#define FXAA_QUALITY_PS 10
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 2.0
				#define FXAA_QUALITY_P6 2.0
				#define FXAA_QUALITY_P7 2.0
				#define FXAA_QUALITY_P8 4.0
				#define FXAA_QUALITY_P9 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 28)
				#define FXAA_QUALITY_PS 11
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 2.0
				#define FXAA_QUALITY_P6 2.0
				#define FXAA_QUALITY_P7 2.0
				#define FXAA_QUALITY_P8 2.0
				#define FXAA_QUALITY_P9 4.0
				#define FXAA_QUALITY_P10 8.0
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_QUALITY_PRESET == 29)
				#define FXAA_QUALITY_PS 12
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.5
				#define FXAA_QUALITY_P2 2.0
				#define FXAA_QUALITY_P3 2.0
				#define FXAA_QUALITY_P4 2.0
				#define FXAA_QUALITY_P5 2.0
				#define FXAA_QUALITY_P6 2.0
				#define FXAA_QUALITY_P7 2.0
				#define FXAA_QUALITY_P8 2.0
				#define FXAA_QUALITY_P9 2.0
				#define FXAA_QUALITY_P10 4.0
				#define FXAA_QUALITY_P11 8.0
		#endif

		/*============================================================================
												 FXAA QUALITY - EXTREME QUALITY
		============================================================================*/
		#if (FXAA_QUALITY_PRESET == 39)
				#define FXAA_QUALITY_PS 12
				#define FXAA_QUALITY_P0 1.0
				#define FXAA_QUALITY_P1 1.0
				#define FXAA_QUALITY_P2 1.0
				#define FXAA_QUALITY_P3 1.0
				#define FXAA_QUALITY_P4 1.0
				#define FXAA_QUALITY_P5 1.5
				#define FXAA_QUALITY_P6 2.0
				#define FXAA_QUALITY_P7 2.0
				#define FXAA_QUALITY_P8 2.0
				#define FXAA_QUALITY_P9 2.0
				#define FXAA_QUALITY_P10 4.0
				#define FXAA_QUALITY_P11 8.0
		#endif



		/*============================================================================

																		API PORTING

		============================================================================*/
		#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
				#define FxaaBool bool
				#define FxaaDiscard discard
				#define FxaaFloat float
				#define FxaaFloat2 vec2
				#define FxaaFloat3 vec3
				#define FxaaFloat4 vec4
				#define FxaaHalf float
				#define FxaaHalf2 vec2
				#define FxaaHalf3 vec3
				#define FxaaHalf4 vec4
				#define FxaaInt2 ivec2
				#define FxaaSat(x) clamp(x, 0.0, 1.0)
				#define FxaaTex sampler2D
		#else
				#define FxaaBool bool
				#define FxaaDiscard clip(-1)
				#define FxaaFloat float
				#define FxaaFloat2 float2
				#define FxaaFloat3 float3
				#define FxaaFloat4 float4
				#define FxaaHalf half
				#define FxaaHalf2 half2
				#define FxaaHalf3 half3
				#define FxaaHalf4 half4
				#define FxaaSat(x) saturate(x)
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_GLSL_100 == 1)
			#define FxaaTexTop(t, p) texture2D(t, p, 0.0)
			#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_GLSL_120 == 1)
				// Requires,
				//	#version 120
				// And at least,
				//	#extension GL_EXT_gpu_shader4 : enable
				//	(or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
				#define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
				#if (FXAA_FAST_PIXEL_OFFSET == 1)
						#define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
				#else
						#define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
				#endif
				#if (FXAA_GATHER4_ALPHA == 1)
						// use #extension GL_ARB_gpu_shader5 : enable
						#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
						#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
						#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
						#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
				#endif
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_GLSL_130 == 1)
				// Requires "#version 130" or better
				#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
				#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
				#if (FXAA_GATHER4_ALPHA == 1)
						// use #extension GL_ARB_gpu_shader5 : enable
						#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
						#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
						#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
						#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
				#endif
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_HLSL_3 == 1)
				#define FxaaInt2 float2
				#define FxaaTex sampler2D
				#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
				#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_HLSL_4 == 1)
				#define FxaaInt2 int2
				struct FxaaTex { SamplerState smpl; Texture2D tex; };
				#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
				#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
		#endif
		/*--------------------------------------------------------------------------*/
		#if (FXAA_HLSL_5 == 1)
				#define FxaaInt2 int2
				struct FxaaTex { SamplerState smpl; Texture2D tex; };
				#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
				#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
				#define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
				#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
				#define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
				#define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
		#endif


		/*============================================================================
											 GREEN AS LUMA OPTION SUPPORT FUNCTION
		============================================================================*/
		#if (FXAA_GREEN_AS_LUMA == 0)
				FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
		#else
				FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
		#endif




		/*============================================================================

																 FXAA3 QUALITY - PC

		============================================================================*/
		#if (FXAA_PC == 1)
		/*--------------------------------------------------------------------------*/
		FxaaFloat4 FxaaPixelShader(
				//
				// Use noperspective interpolation here (turn off perspective interpolation).
				// {xy} = center of pixel
				FxaaFloat2 pos,
				//
				// Used only for FXAA Console, and not used on the 360 version.
				// Use noperspective interpolation here (turn off perspective interpolation).
				// {xy_} = upper left of pixel
				// {_zw} = lower right of pixel
				FxaaFloat4 fxaaConsolePosPos,
				//
				// Input color texture.
				// {rgb_} = color in linear or perceptual color space
				// if (FXAA_GREEN_AS_LUMA == 0)
				//		 {__a} = luma in perceptual color space (not linear)
				FxaaTex tex,
				//
				// Only used on the optimized 360 version of FXAA Console.
				// For everything but 360, just use the same input here as for "tex".
				// For 360, same texture, just alias with a 2nd sampler.
				// This sampler needs to have an exponent bias of -1.
				FxaaTex fxaaConsole360TexExpBiasNegOne,
				//
				// Only used on the optimized 360 version of FXAA Console.
				// For everything but 360, just use the same input here as for "tex".
				// For 360, same texture, just alias with a 3nd sampler.
				// This sampler needs to have an exponent bias of -2.
				FxaaTex fxaaConsole360TexExpBiasNegTwo,
				//
				// Only used on FXAA Quality.
				// This must be from a constant/uniform.
				// {x_} = 1.0/screenWidthInPixels
				// {_y} = 1.0/screenHeightInPixels
				FxaaFloat2 fxaaQualityRcpFrame,
				//
				// Only used on FXAA Console.
				// This must be from a constant/uniform.
				// This effects sub-pixel AA quality and inversely sharpness.
				//	 Where N ranges between,
				//		 N = 0.50 (default)
				//		 N = 0.33 (sharper)
				// {x__} = -N/screenWidthInPixels
				// {_y_} = -N/screenHeightInPixels
				// {_z_} =	N/screenWidthInPixels
				// {__w} =	N/screenHeightInPixels
				FxaaFloat4 fxaaConsoleRcpFrameOpt,
				//
				// Only used on FXAA Console.
				// Not used on 360, but used on PS3 and PC.
				// This must be from a constant/uniform.
				// {x__} = -2.0/screenWidthInPixels
				// {_y_} = -2.0/screenHeightInPixels
				// {_z_} =	2.0/screenWidthInPixels
				// {__w} =	2.0/screenHeightInPixels
				FxaaFloat4 fxaaConsoleRcpFrameOpt2,
				//
				// Only used on FXAA Console.
				// Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
				// This must be from a constant/uniform.
				// {x__} =	8.0/screenWidthInPixels
				// {_y_} =	8.0/screenHeightInPixels
				// {_z_} = -4.0/screenWidthInPixels
				// {__w} = -4.0/screenHeightInPixels
				FxaaFloat4 fxaaConsole360RcpFrameOpt2,
				//
				// Only used on FXAA Quality.
				// This used to be the FXAA_QUALITY_SUBPIX define.
				// It is here now to allow easier tuning.
				// Choose the amount of sub-pixel aliasing removal.
				// This can effect sharpness.
				//	 1.00 - upper limit (softer)
				//	 0.75 - default amount of filtering
				//	 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
				//	 0.25 - almost off
				//	 0.00 - completely off
				FxaaFloat fxaaQualitySubpix,
				//
				// Only used on FXAA Quality.
				// This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
				// It is here now to allow easier tuning.
				// The minimum amount of local contrast required to apply algorithm.
				//	 0.333 - too little (faster)
				//	 0.250 - low quality
				//	 0.166 - default
				//	 0.125 - high quality
				//	 0.063 - overkill (slower)
				FxaaFloat fxaaQualityEdgeThreshold,
				//
				// Only used on FXAA Quality.
				// This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
				// It is here now to allow easier tuning.
				// Trims the algorithm from processing darks.
				//	 0.0833 - upper limit (default, the start of visible unfiltered edges)
				//	 0.0625 - high quality (faster)
				//	 0.0312 - visible limit (slower)
				// Special notes when using FXAA_GREEN_AS_LUMA,
				//	 Likely want to set this to zero.
				//	 As colors that are mostly not-green
				//	 will appear very dark in the green channel!
				//	 Tune by looking at mostly non-green content,
				//	 then start at zero and increase until aliasing is a problem.
				FxaaFloat fxaaQualityEdgeThresholdMin,
				//
				// Only used on FXAA Console.
				// This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
				// It is here now to allow easier tuning.
				// This does not effect PS3, as this needs to be compiled in.
				//	 Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
				//	 Due to the PS3 being ALU bound,
				//	 there are only three safe values here: 2 and 4 and 8.
				//	 These options use the shaders ability to a free *|/ by 2|4|8.
				// For all other platforms can be a non-power of two.
				//	 8.0 is sharper (default!!!)
				//	 4.0 is softer
				//	 2.0 is really soft (good only for vector graphics inputs)
				FxaaFloat fxaaConsoleEdgeSharpness,
				//
				// Only used on FXAA Console.
				// This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
				// It is here now to allow easier tuning.
				// This does not effect PS3, as this needs to be compiled in.
				//	 Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
				//	 Due to the PS3 being ALU bound,
				//	 there are only two safe values here: 1/4 and 1/8.
				//	 These options use the shaders ability to a free *|/ by 2|4|8.
				// The console setting has a different mapping than the quality setting.
				// Other platforms can use other values.
				//	 0.125 leaves less aliasing, but is softer (default!!!)
				//	 0.25 leaves more aliasing, and is sharper
				FxaaFloat fxaaConsoleEdgeThreshold,
				//
				// Only used on FXAA Console.
				// This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
				// It is here now to allow easier tuning.
				// Trims the algorithm from processing darks.
				// The console setting has a different mapping than the quality setting.
				// This only applies when FXAA_EARLY_EXIT is 1.
				// This does not apply to PS3,
				// PS3 was simplified to avoid more shader instructions.
				//	 0.06 - faster but more aliasing in darks
				//	 0.05 - default
				//	 0.04 - slower and less aliasing in darks
				// Special notes when using FXAA_GREEN_AS_LUMA,
				//	 Likely want to set this to zero.
				//	 As colors that are mostly not-green
				//	 will appear very dark in the green channel!
				//	 Tune by looking at mostly non-green content,
				//	 then start at zero and increase until aliasing is a problem.
				FxaaFloat fxaaConsoleEdgeThresholdMin,
				//
				// Extra constants for 360 FXAA Console only.
				// Use zeros or anything else for other platforms.
				// These must be in physical constant registers and NOT immediates.
				// Immediates will result in compiler un-optimizing.
				// {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
				FxaaFloat4 fxaaConsole360ConstDir
		) {
		/*--------------------------------------------------------------------------*/
				FxaaFloat2 posM;
				posM.x = pos.x;
				posM.y = pos.y;
				#if (FXAA_GATHER4_ALPHA == 1)
						#if (FXAA_DISCARD == 0)
								FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
								#if (FXAA_GREEN_AS_LUMA == 0)
										#define lumaM rgbyM.w
								#else
										#define lumaM rgbyM.y
								#endif
						#endif
						#if (FXAA_GREEN_AS_LUMA == 0)
								FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
								FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
						#else
								FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
								FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
						#endif
						#if (FXAA_DISCARD == 1)
								#define lumaM luma4A.w
						#endif
						#define lumaE luma4A.z
						#define lumaS luma4A.x
						#define lumaSE luma4A.y
						#define lumaNW luma4B.w
						#define lumaN luma4B.z
						#define lumaW luma4B.x
				#else
						FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
						#if (FXAA_GREEN_AS_LUMA == 0)
								#define lumaM rgbyM.w
						#else
								#define lumaM rgbyM.y
						#endif
						#if (FXAA_GLSL_100 == 1)
							FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));
						#else
							FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
						#endif
				#endif
		/*--------------------------------------------------------------------------*/
				FxaaFloat maxSM = max(lumaS, lumaM);
				FxaaFloat minSM = min(lumaS, lumaM);
				FxaaFloat maxESM = max(lumaE, maxSM);
				FxaaFloat minESM = min(lumaE, minSM);
				FxaaFloat maxWN = max(lumaN, lumaW);
				FxaaFloat minWN = min(lumaN, lumaW);
				FxaaFloat rangeMax = max(maxWN, maxESM);
				FxaaFloat rangeMin = min(minWN, minESM);
				FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
				FxaaFloat range = rangeMax - rangeMin;
				FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
				FxaaBool earlyExit = range < rangeMaxClamped;
		/*--------------------------------------------------------------------------*/
				if(earlyExit)
						#if (FXAA_DISCARD == 1)
								FxaaDiscard;
						#else
								return rgbyM;
						#endif
		/*--------------------------------------------------------------------------*/
				#if (FXAA_GATHER4_ALPHA == 0)
						#if (FXAA_GLSL_100 == 1)
							FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));
						#else
							FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
							FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
						#endif
				#else
						FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
						FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
				#endif
		/*--------------------------------------------------------------------------*/
				FxaaFloat lumaNS = lumaN + lumaS;
				FxaaFloat lumaWE = lumaW + lumaE;
				FxaaFloat subpixRcpRange = 1.0/range;
				FxaaFloat subpixNSWE = lumaNS + lumaWE;
				FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
				FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
		/*--------------------------------------------------------------------------*/
				FxaaFloat lumaNESE = lumaNE + lumaSE;
				FxaaFloat lumaNWNE = lumaNW + lumaNE;
				FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
				FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
		/*--------------------------------------------------------------------------*/
				FxaaFloat lumaNWSW = lumaNW + lumaSW;
				FxaaFloat lumaSWSE = lumaSW + lumaSE;
				FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
				FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
				FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
				FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
				FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
				FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
		/*--------------------------------------------------------------------------*/
				FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
				FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
				FxaaBool horzSpan = edgeHorz >= edgeVert;
				FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
		/*--------------------------------------------------------------------------*/
				if(!horzSpan) lumaN = lumaW;
				if(!horzSpan) lumaS = lumaE;
				if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
				FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
		/*--------------------------------------------------------------------------*/
				FxaaFloat gradientN = lumaN - lumaM;
				FxaaFloat gradientS = lumaS - lumaM;
				FxaaFloat lumaNN = lumaN + lumaM;
				FxaaFloat lumaSS = lumaS + lumaM;
				FxaaBool pairN = abs(gradientN) >= abs(gradientS);
				FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
				if(pairN) lengthSign = -lengthSign;
				FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
		/*--------------------------------------------------------------------------*/
				FxaaFloat2 posB;
				posB.x = posM.x;
				posB.y = posM.y;
				FxaaFloat2 offNP;
				offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
				offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
				if(!horzSpan) posB.x += lengthSign * 0.5;
				if( horzSpan) posB.y += lengthSign * 0.5;
		/*--------------------------------------------------------------------------*/
				FxaaFloat2 posN;
				posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
				posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
				FxaaFloat2 posP;
				posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
				posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
				FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
				FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
				FxaaFloat subpixE = subpixC * subpixC;
				FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
		/*--------------------------------------------------------------------------*/
				if(!pairN) lumaNN = lumaSS;
				FxaaFloat gradientScaled = gradient * 1.0/4.0;
				FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
				FxaaFloat subpixF = subpixD * subpixE;
				FxaaBool lumaMLTZero = lumaMM < 0.0;
		/*--------------------------------------------------------------------------*/
				lumaEndN -= lumaNN * 0.5;
				lumaEndP -= lumaNN * 0.5;
				FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
				FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
				if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
				if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
				FxaaBool doneNP = (!doneN) || (!doneP);
				if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
				if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
		/*--------------------------------------------------------------------------*/
				if(doneNP) {
						if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
						if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
						if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
						if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
						doneN = abs(lumaEndN) >= gradientScaled;
						doneP = abs(lumaEndP) >= gradientScaled;
						if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
						if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
						doneNP = (!doneN) || (!doneP);
						if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
						if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
		/*--------------------------------------------------------------------------*/
						#if (FXAA_QUALITY_PS > 3)
						if(doneNP) {
								if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
								if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
								if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
								if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
								doneN = abs(lumaEndN) >= gradientScaled;
								doneP = abs(lumaEndP) >= gradientScaled;
								if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
								if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
								doneNP = (!doneN) || (!doneP);
								if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
								if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
		/*--------------------------------------------------------------------------*/
								#if (FXAA_QUALITY_PS > 4)
								if(doneNP) {
										if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
										if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
										if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
										if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
										doneN = abs(lumaEndN) >= gradientScaled;
										doneP = abs(lumaEndP) >= gradientScaled;
										if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
										if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
										doneNP = (!doneN) || (!doneP);
										if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
										if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
		/*--------------------------------------------------------------------------*/
										#if (FXAA_QUALITY_PS > 5)
										if(doneNP) {
												if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
												if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
												if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
												if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
												doneN = abs(lumaEndN) >= gradientScaled;
												doneP = abs(lumaEndP) >= gradientScaled;
												if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
												if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
												doneNP = (!doneN) || (!doneP);
												if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
												if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
		/*--------------------------------------------------------------------------*/
												#if (FXAA_QUALITY_PS > 6)
												if(doneNP) {
														if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
														if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
														if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
														if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
														doneN = abs(lumaEndN) >= gradientScaled;
														doneP = abs(lumaEndP) >= gradientScaled;
														if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
														if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
														doneNP = (!doneN) || (!doneP);
														if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
														if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
		/*--------------------------------------------------------------------------*/
														#if (FXAA_QUALITY_PS > 7)
														if(doneNP) {
																if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
																if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
																if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
																if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
																doneN = abs(lumaEndN) >= gradientScaled;
																doneP = abs(lumaEndP) >= gradientScaled;
																if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
																if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
																doneNP = (!doneN) || (!doneP);
																if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
																if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
		/*--------------------------------------------------------------------------*/
				#if (FXAA_QUALITY_PS > 8)
				if(doneNP) {
						if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
						if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
						if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
						if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
						doneN = abs(lumaEndN) >= gradientScaled;
						doneP = abs(lumaEndP) >= gradientScaled;
						if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
						if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
						doneNP = (!doneN) || (!doneP);
						if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
						if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
		/*--------------------------------------------------------------------------*/
						#if (FXAA_QUALITY_PS > 9)
						if(doneNP) {
								if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
								if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
								if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
								if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
								doneN = abs(lumaEndN) >= gradientScaled;
								doneP = abs(lumaEndP) >= gradientScaled;
								if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
								if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
								doneNP = (!doneN) || (!doneP);
								if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
								if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
		/*--------------------------------------------------------------------------*/
								#if (FXAA_QUALITY_PS > 10)
								if(doneNP) {
										if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
										if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
										if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
										if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
										doneN = abs(lumaEndN) >= gradientScaled;
										doneP = abs(lumaEndP) >= gradientScaled;
										if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
										if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
										doneNP = (!doneN) || (!doneP);
										if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
										if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
		/*--------------------------------------------------------------------------*/
										#if (FXAA_QUALITY_PS > 11)
										if(doneNP) {
												if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
												if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
												if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
												if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
												doneN = abs(lumaEndN) >= gradientScaled;
												doneP = abs(lumaEndP) >= gradientScaled;
												if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
												if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
												doneNP = (!doneN) || (!doneP);
												if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
												if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
		/*--------------------------------------------------------------------------*/
												#if (FXAA_QUALITY_PS > 12)
												if(doneNP) {
														if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
														if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
														if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
														if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
														doneN = abs(lumaEndN) >= gradientScaled;
														doneP = abs(lumaEndP) >= gradientScaled;
														if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
														if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
														doneNP = (!doneN) || (!doneP);
														if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
														if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
		/*--------------------------------------------------------------------------*/
												}
												#endif
		/*--------------------------------------------------------------------------*/
										}
										#endif
		/*--------------------------------------------------------------------------*/
								}
								#endif
		/*--------------------------------------------------------------------------*/
						}
						#endif
		/*--------------------------------------------------------------------------*/
				}
				#endif
		/*--------------------------------------------------------------------------*/
														}
														#endif
		/*--------------------------------------------------------------------------*/
												}
												#endif
		/*--------------------------------------------------------------------------*/
										}
										#endif
		/*--------------------------------------------------------------------------*/
								}
								#endif
		/*--------------------------------------------------------------------------*/
						}
						#endif
		/*--------------------------------------------------------------------------*/
				}
		/*--------------------------------------------------------------------------*/
				FxaaFloat dstN = posM.x - posN.x;
				FxaaFloat dstP = posP.x - posM.x;
				if(!horzSpan) dstN = posM.y - posN.y;
				if(!horzSpan) dstP = posP.y - posM.y;
		/*--------------------------------------------------------------------------*/
				FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
				FxaaFloat spanLength = (dstP + dstN);
				FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
				FxaaFloat spanLengthRcp = 1.0/spanLength;
		/*--------------------------------------------------------------------------*/
				FxaaBool directionN = dstN < dstP;
				FxaaFloat dst = min(dstN, dstP);
				FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
				FxaaFloat subpixG = subpixF * subpixF;
				FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
				FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
		/*--------------------------------------------------------------------------*/
				FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
				FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
				if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
				if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
				#if (FXAA_DISCARD == 1)
						return FxaaTexTop(tex, posM);
				#else
						return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
				#endif
		}
		/*==========================================================================*/
		#endif

		void main() {
			gl_FragColor = FxaaPixelShader(
				vUv,
				vec4(0.0),
				tDiffuse,
				tDiffuse,
				tDiffuse,
				resolution,
				vec4(0.0),
				vec4(0.0),
				vec4(0.0),
				0.75,
				0.166,
				0.0833,
				0.0,
				0.0,
				0.0,
				vec4(0.0)
			);

			// TODO avoid querying texture twice for same texel
			gl_FragColor.a = texture2D(tDiffuse, vUv).a;
		}`
	};

	THREE.FXAAShader = FXAAShader;

} )();