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							- ( 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;
 
- } )();
 
 
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