#define FXAA_PC 1
#define FXAA_HLSL_3 1
#define FXAA_QUALITY__PRESET 39
#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 1
#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_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 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 FxaaSat(x) saturate(x)
#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) || (FXAA_360 == 1) || (FXAA_PS3 == 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 immedates.
    // Immedates 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
    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
    /*--------------------------------------------------------------------------*/
    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)
    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));
    #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
