Browse Source

Add FXAA Shaders

Nikos Kastellanos 8 years ago
parent
commit
aa20abfd61
52 changed files with 3464 additions and 0 deletions
  1. 23 0
      Aether.Extras.W10.sln
  2. 11 0
      Aether.Extras.W8_1.sln
  3. 9 0
      Aether.Extras.WINDOWS.MG.sln
  4. 9 0
      Aether.Extras.WINDOWS.XNA.sln
  5. 5 0
      README.md
  6. 162 0
      Shaders/FXAA/Aether.Shaders.FXAA.W10.csproj
  7. 16 0
      Shaders/FXAA/Aether.Shaders.FXAA.W10.project.json
  8. 77 0
      Shaders/FXAA/Aether.Shaders.FXAA.W8_1.csproj
  9. 72 0
      Shaders/FXAA/Aether.Shaders.FXAA.WINDOWS.MG.csproj
  10. 66 0
      Shaders/FXAA/Aether.Shaders.FXAA.WINDOWS.XNA.csproj
  11. 289 0
      Shaders/FXAA/FXAAEffect.cs
  12. 35 0
      Shaders/FXAA/FXAAGreenLumaHighEffect.cs
  13. 35 0
      Shaders/FXAA/FXAAGreenLumaLowEffect.cs
  14. 35 0
      Shaders/FXAA/FXAAGreenLumaMediumEffect.cs
  15. 33 0
      Shaders/FXAA/Properties/Aether.Shaders.FXAA.rd.xml
  16. 26 0
      Shaders/FXAA/Properties/AssemblyInfo.W10.cs
  17. 37 0
      Shaders/FXAA/Properties/AssemblyInfo.cs
  18. 3 0
      Shaders/FXAA/README.md
  19. 25 0
      Shaders/FXAA/Resources/BuildShaders.bat
  20. BIN
      Shaders/FXAA/Resources/CompileEffect/CompileEffect.exe
  21. 3 0
      Shaders/FXAA/Resources/CompileEffect/CompileEffect.exe.config
  22. BIN
      Shaders/FXAA/Resources/CompileEffect/Microsoft.Xna.Framework.Content.Pipeline.EffectImporter.dll
  23. 8 0
      Shaders/FXAA/Resources/CompileEffect/README.md
  24. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaHigh.dx11.mgfxo.6
  25. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaHigh.dx11.mgfxo.7
  26. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaHigh.dx11.mgfxo.8
  27. 107 0
      Shaders/FXAA/Resources/FXAAGreenLumaHigh.fx
  28. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaHigh.ogl.mgfxo.7
  29. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaHigh.xna.WinHiDef
  30. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaLow.dx11.mgfxo.6
  31. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaLow.dx11.mgfxo.7
  32. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaLow.dx11.mgfxo.8
  33. 106 0
      Shaders/FXAA/Resources/FXAAGreenLumaLow.fx
  34. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaLow.ogl.mgfxo.7
  35. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaLow.xna.WinHiDef
  36. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaMedium.dx11.mgfxo.6
  37. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaMedium.dx11.mgfxo.7
  38. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaMedium.dx11.mgfxo.8
  39. 107 0
      Shaders/FXAA/Resources/FXAAGreenLumaMedium.fx
  40. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaMedium.ogl.mgfxo.7
  41. BIN
      Shaders/FXAA/Resources/FXAAGreenLumaMedium.xna.WinHiDef
  42. 2066 0
      Shaders/FXAA/Resources/Fxaa3_11.MG.fxh
  43. 61 0
      Shaders/FXAA/Resources/Macros.fxh
  44. 4 0
      Shaders/FXAA/packages.config
  45. BIN
      bin/Release/W10/Aether.Shaders.FXAA.dll
  46. BIN
      bin/Release/W10/Aether.Shaders.FXAA.pri
  47. 33 0
      bin/Release/W10/Aether.Shaders.FXAA/Properties/Aether.Shaders.FXAA.rd.xml
  48. BIN
      bin/Release/W8_1/Aether.Shaders.FXAA.dll
  49. BIN
      bin/Release/W8_1/Aether.Shaders.FXAA.pri
  50. BIN
      bin/Release/Windows.XNA/Aether.Shaders.FXAA.dll
  51. BIN
      bin/Release/Windows/Aether.Shaders.FXAA.dll
  52. 1 0
      packages/repositories.config

+ 23 - 0
Aether.Extras.W10.sln

@@ -5,6 +5,10 @@ VisualStudioVersion = 14.0.25420.1
 MinimumVisualStudioVersion = 10.0.40219.1
 MinimumVisualStudioVersion = 10.0.40219.1
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Animation.W10", "Animation\Aether.Animation.W10.csproj", "{A312F64C-A5D4-4B28-A250-3A75CD5C4952}"
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Animation.W10", "Animation\Aether.Animation.W10.csproj", "{A312F64C-A5D4-4B28-A250-3A75CD5C4952}"
 EndProject
 EndProject
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Aether.Shaders", "Aether.Shaders", "{2C80D730-7FC9-45A7-BBA7-052BAABF236C}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Shaders.FXAA.W10", "Shaders\FXAA\Aether.Shaders.FXAA.W10.csproj", "{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}"
+EndProject
 Global
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Any CPU = Debug|Any CPU
 		Debug|Any CPU = Debug|Any CPU
@@ -33,8 +37,27 @@ Global
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 		{A312F64C-A5D4-4B28-A250-3A75CD5C4952}.Release|x64.Build.0 = Release|x64
 		{A312F64C-A5D4-4B28-A250-3A75CD5C4952}.Release|x86.ActiveCfg = Release|x86
 		{A312F64C-A5D4-4B28-A250-3A75CD5C4952}.Release|x86.ActiveCfg = Release|x86
 		{A312F64C-A5D4-4B28-A250-3A75CD5C4952}.Release|x86.Build.0 = Release|x86
 		{A312F64C-A5D4-4B28-A250-3A75CD5C4952}.Release|x86.Build.0 = Release|x86
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Debug|ARM.ActiveCfg = Debug|ARM
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Debug|ARM.Build.0 = Debug|ARM
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Debug|x64.ActiveCfg = Debug|x64
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Debug|x64.Build.0 = Debug|x64
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Debug|x86.ActiveCfg = Debug|x86
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Debug|x86.Build.0 = Debug|x86
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Release|Any CPU.Build.0 = Release|Any CPU
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Release|ARM.ActiveCfg = Release|ARM
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Release|ARM.Build.0 = Release|ARM
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Release|x64.ActiveCfg = Release|x64
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Release|x64.Build.0 = Release|x64
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Release|x86.ActiveCfg = Release|x86
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}.Release|x86.Build.0 = Release|x86
 	EndGlobalSection
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
 		HideSolutionNode = FALSE
 	EndGlobalSection
 	EndGlobalSection
+	GlobalSection(NestedProjects) = preSolution
+		{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0} = {2C80D730-7FC9-45A7-BBA7-052BAABF236C}
+	EndGlobalSection
 EndGlobal
 EndGlobal

+ 11 - 0
Aether.Extras.W8_1.sln

@@ -5,6 +5,10 @@ VisualStudioVersion = 12.0.40629.0
 MinimumVisualStudioVersion = 10.0.40219.1
 MinimumVisualStudioVersion = 10.0.40219.1
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Animation.W8_1", "Animation\Aether.Animation.W8_1.csproj", "{AEE9C708-BDBD-4E8B-B85F-2DB9FA717436}"
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Animation.W8_1", "Animation\Aether.Animation.W8_1.csproj", "{AEE9C708-BDBD-4E8B-B85F-2DB9FA717436}"
 EndProject
 EndProject
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Aether.Shaders", "Aether.Shaders", "{7D8D1AE1-8482-4FDD-B7E8-5AA9C06C3F66}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Shaders.FXAA.W8_1", "Shaders\FXAA\Aether.Shaders.FXAA.W8_1.csproj", "{A8768C08-09ED-4A35-90CE-6A30168F720B}"
+EndProject
 Global
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Any CPU = Debug|Any CPU
 		Debug|Any CPU = Debug|Any CPU
@@ -15,8 +19,15 @@ Global
 		{AEE9C708-BDBD-4E8B-B85F-2DB9FA717436}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{AEE9C708-BDBD-4E8B-B85F-2DB9FA717436}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{AEE9C708-BDBD-4E8B-B85F-2DB9FA717436}.Release|Any CPU.ActiveCfg = Release|Any CPU
 		{AEE9C708-BDBD-4E8B-B85F-2DB9FA717436}.Release|Any CPU.ActiveCfg = Release|Any CPU
 		{AEE9C708-BDBD-4E8B-B85F-2DB9FA717436}.Release|Any CPU.Build.0 = Release|Any CPU
 		{AEE9C708-BDBD-4E8B-B85F-2DB9FA717436}.Release|Any CPU.Build.0 = Release|Any CPU
+		{A8768C08-09ED-4A35-90CE-6A30168F720B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{A8768C08-09ED-4A35-90CE-6A30168F720B}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{A8768C08-09ED-4A35-90CE-6A30168F720B}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{A8768C08-09ED-4A35-90CE-6A30168F720B}.Release|Any CPU.Build.0 = Release|Any CPU
 	EndGlobalSection
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
 		HideSolutionNode = FALSE
 	EndGlobalSection
 	EndGlobalSection
+	GlobalSection(NestedProjects) = preSolution
+		{A8768C08-09ED-4A35-90CE-6A30168F720B} = {7D8D1AE1-8482-4FDD-B7E8-5AA9C06C3F66}
+	EndGlobalSection
 EndGlobal
 EndGlobal

+ 9 - 0
Aether.Extras.WINDOWS.MG.sln

@@ -17,6 +17,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AnimationImporters.WINDOWS.
 EndProject
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Animation.WINDOWS.MG", "Animation\Aether.Animation.WINDOWS.MG.csproj", "{F08D6D4C-60FB-4543-8D81-594080EB8051}"
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Animation.WINDOWS.MG", "Animation\Aether.Animation.WINDOWS.MG.csproj", "{F08D6D4C-60FB-4543-8D81-594080EB8051}"
 EndProject
 EndProject
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Aether.Shaders", "Aether.Shaders", "{13D47E11-4A7C-49C8-942E-2543E9C0098A}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Shaders.FXAA.WINDOWS.MG", "Shaders\FXAA\Aether.Shaders.FXAA.WINDOWS.MG.csproj", "{FBBDE2BA-F9F3-4041-8584-2C912C235E26}"
+EndProject
 Global
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Any CPU = Debug|Any CPU
 		Debug|Any CPU = Debug|Any CPU
@@ -47,6 +51,10 @@ Global
 		{F08D6D4C-60FB-4543-8D81-594080EB8051}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{F08D6D4C-60FB-4543-8D81-594080EB8051}.Debug|Any CPU.Build.0 = Debug|Any CPU
 		{F08D6D4C-60FB-4543-8D81-594080EB8051}.Release|Any CPU.ActiveCfg = Release|Any CPU
 		{F08D6D4C-60FB-4543-8D81-594080EB8051}.Release|Any CPU.ActiveCfg = Release|Any CPU
 		{F08D6D4C-60FB-4543-8D81-594080EB8051}.Release|Any CPU.Build.0 = Release|Any CPU
 		{F08D6D4C-60FB-4543-8D81-594080EB8051}.Release|Any CPU.Build.0 = Release|Any CPU
+		{FBBDE2BA-F9F3-4041-8584-2C912C235E26}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
+		{FBBDE2BA-F9F3-4041-8584-2C912C235E26}.Debug|Any CPU.Build.0 = Debug|Any CPU
+		{FBBDE2BA-F9F3-4041-8584-2C912C235E26}.Release|Any CPU.ActiveCfg = Release|Any CPU
+		{FBBDE2BA-F9F3-4041-8584-2C912C235E26}.Release|Any CPU.Build.0 = Release|Any CPU
 	EndGlobalSection
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
 		HideSolutionNode = FALSE
@@ -56,5 +64,6 @@ Global
 		{48E4029A-115C-4DC2-AF3A-0AB94F36BFC0} = {A921886B-C6F7-4FF8-8668-EC20004C464A}
 		{48E4029A-115C-4DC2-AF3A-0AB94F36BFC0} = {A921886B-C6F7-4FF8-8668-EC20004C464A}
 		{400DC7B2-739D-4156-916D-2F2E1920310D} = {A921886B-C6F7-4FF8-8668-EC20004C464A}
 		{400DC7B2-739D-4156-916D-2F2E1920310D} = {A921886B-C6F7-4FF8-8668-EC20004C464A}
 		{D9A47306-DEE0-4410-BC2C-BA8FFCE682A3} = {A921886B-C6F7-4FF8-8668-EC20004C464A}
 		{D9A47306-DEE0-4410-BC2C-BA8FFCE682A3} = {A921886B-C6F7-4FF8-8668-EC20004C464A}
+		{FBBDE2BA-F9F3-4041-8584-2C912C235E26} = {13D47E11-4A7C-49C8-942E-2543E9C0098A}
 	EndGlobalSection
 	EndGlobalSection
 EndGlobal
 EndGlobal

+ 9 - 0
Aether.Extras.WINDOWS.XNA.sln

@@ -11,6 +11,10 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AnimationImporters.WINDOWS.
 EndProject
 EndProject
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Animation.WINDOWS.XNA", "Animation\Aether.Animation.WINDOWS.XNA.csproj", "{1BD2DBC0-D366-42F7-9369-F566CCD01C03}"
 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Animation.WINDOWS.XNA", "Animation\Aether.Animation.WINDOWS.XNA.csproj", "{1BD2DBC0-D366-42F7-9369-F566CCD01C03}"
 EndProject
 EndProject
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Aether.Shaders", "Aether.Shaders", "{EFC7A27C-C20B-4BE7-8B3A-2B109991D704}"
+EndProject
+Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Aether.Shaders.FXAA.WINDOWS.XNA", "Shaders\FXAA\Aether.Shaders.FXAA.WINDOWS.XNA.csproj", "{89E0198E-7298-411A-B5C1-61F2754A3F80}"
+EndProject
 Global
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|x86 = Debug|x86
 		Debug|x86 = Debug|x86
@@ -33,6 +37,10 @@ Global
 		{1BD2DBC0-D366-42F7-9369-F566CCD01C03}.Debug|x86.Build.0 = Debug|x86
 		{1BD2DBC0-D366-42F7-9369-F566CCD01C03}.Debug|x86.Build.0 = Debug|x86
 		{1BD2DBC0-D366-42F7-9369-F566CCD01C03}.Release|x86.ActiveCfg = Release|x86
 		{1BD2DBC0-D366-42F7-9369-F566CCD01C03}.Release|x86.ActiveCfg = Release|x86
 		{1BD2DBC0-D366-42F7-9369-F566CCD01C03}.Release|x86.Build.0 = Release|x86
 		{1BD2DBC0-D366-42F7-9369-F566CCD01C03}.Release|x86.Build.0 = Release|x86
+		{89E0198E-7298-411A-B5C1-61F2754A3F80}.Debug|x86.ActiveCfg = Debug|x86
+		{89E0198E-7298-411A-B5C1-61F2754A3F80}.Debug|x86.Build.0 = Debug|x86
+		{89E0198E-7298-411A-B5C1-61F2754A3F80}.Release|x86.ActiveCfg = Release|x86
+		{89E0198E-7298-411A-B5C1-61F2754A3F80}.Release|x86.Build.0 = Release|x86
 	EndGlobalSection
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
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@@ -40,5 +48,6 @@ Global
 	GlobalSection(NestedProjects) = preSolution
 	GlobalSection(NestedProjects) = preSolution
 		{565ACF47-7E36-435E-8727-2AFB39E61134} = {F6B6E505-6037-49E4-9060-8B29A7B99BC1}
 		{565ACF47-7E36-435E-8727-2AFB39E61134} = {F6B6E505-6037-49E4-9060-8B29A7B99BC1}
 		{E22F02E7-6799-4C14-B9B3-B461D6E9AB6E} = {F6B6E505-6037-49E4-9060-8B29A7B99BC1}
 		{E22F02E7-6799-4C14-B9B3-B461D6E9AB6E} = {F6B6E505-6037-49E4-9060-8B29A7B99BC1}
+		{89E0198E-7298-411A-B5C1-61F2754A3F80} = {EFC7A27C-C20B-4BE7-8B3A-2B109991D704}
 	EndGlobalSection
 	EndGlobalSection
 EndGlobal
 EndGlobal

+ 5 - 0
README.md

@@ -16,3 +16,8 @@ VertexBuffer & IndexBuffers, make them Dynamic and WriteOnly.
 
 
 Play animated 3D models and support for CPU animation.
 Play animated 3D models and support for CPU animation.
 CPU animation is optimized using unsafe code, writing directly to mapped VertexBuffer memory using reflection (DirectX) and unmanaged/C++ code (WP8.0). 
 CPU animation is optimized using unsafe code, writing directly to mapped VertexBuffer memory using reflection (DirectX) and unmanaged/C++ code (WP8.0). 
+
+
+## tainicom.Aether.Shaders
+
+* 'FXAA' - MonoGame port of NVIDIA's FXAA 3.11 shader.

+ 162 - 0
Shaders/FXAA/Aether.Shaders.FXAA.W10.csproj

@@ -0,0 +1,162 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProjectGuid>{CD84CAD7-12A5-47DA-82C9-A2953B9FFBF0}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>tainicom.Aether.Shaders</RootNamespace>
+    <AssemblyName>Aether.Shaders.FXAA</AssemblyName>
+    <DefaultLanguage>en-US</DefaultLanguage>
+    <TargetPlatformIdentifier>UAP</TargetPlatformIdentifier>
+    <TargetPlatformVersion>10.0.10586.0</TargetPlatformVersion>
+    <TargetPlatformMinVersion>10.0.10586.0</TargetPlatformMinVersion>
+    <MinimumVisualStudioVersion>14</MinimumVisualStudioVersion>
+    <FileAlignment>512</FileAlignment>
+    <ProjectTypeGuids>{A5A43C5B-DE2A-4C0C-9213-0A381AF9435A};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <PlatformTarget>AnyCPU</PlatformTarget>
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>..\..\bin\Debug\W10\</OutputPath>
+    <DefineConstants>TRACE;DEBUG;W10</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+    <GenerateLibraryLayout>true</GenerateLibraryLayout>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <PlatformTarget>AnyCPU</PlatformTarget>
+    <DebugType>none</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>..\..\bin\Release\W10\</OutputPath>
+    <DefineConstants>TRACE;W10</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+    <GenerateLibraryLayout>true</GenerateLibraryLayout>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|ARM'">
+    <PlatformTarget>ARM</PlatformTarget>
+    <DebugSymbols>true</DebugSymbols>
+    <OutputPath>..\..\bin\Debug\W10\ARM\</OutputPath>
+    <DefineConstants>TRACE;DEBUG;W10</DefineConstants>
+    <NoWarn>;2008</NoWarn>
+    <DebugType>full</DebugType>
+    <PlatformTarget>ARM</PlatformTarget>
+    <UseVSHostingProcess>false</UseVSHostingProcess>
+    <ErrorReport>prompt</ErrorReport>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+    <GenerateLibraryLayout>true</GenerateLibraryLayout>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|ARM'">
+    <PlatformTarget>ARM</PlatformTarget>
+    <OutputPath>..\..\bin\Release\W10\ARM\</OutputPath>
+    <DefineConstants>TRACE;W10</DefineConstants>
+    <Optimize>true</Optimize>
+    <NoWarn>;2008</NoWarn>
+    <DebugType>none</DebugType>
+    <PlatformTarget>ARM</PlatformTarget>
+    <UseVSHostingProcess>false</UseVSHostingProcess>
+    <ErrorReport>prompt</ErrorReport>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+    <GenerateLibraryLayout>true</GenerateLibraryLayout>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
+    <PlatformTarget>x64</PlatformTarget>
+    <DebugSymbols>true</DebugSymbols>
+    <OutputPath>..\..\bin\Debug\W10\x64\</OutputPath>
+    <DefineConstants>TRACE;DEBUG;W10</DefineConstants>
+    <NoWarn>;2008</NoWarn>
+    <DebugType>full</DebugType>
+    <PlatformTarget>x64</PlatformTarget>
+    <UseVSHostingProcess>false</UseVSHostingProcess>
+    <ErrorReport>prompt</ErrorReport>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+    <GenerateLibraryLayout>true</GenerateLibraryLayout>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
+    <PlatformTarget>x64</PlatformTarget>
+    <OutputPath>..\..\bin\Release\W10\x64\</OutputPath>
+    <DefineConstants>TRACE;W10</DefineConstants>
+    <Optimize>true</Optimize>
+    <NoWarn>;2008</NoWarn>
+    <DebugType>none</DebugType>
+    <PlatformTarget>x64</PlatformTarget>
+    <UseVSHostingProcess>false</UseVSHostingProcess>
+    <ErrorReport>prompt</ErrorReport>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+    <GenerateLibraryLayout>true</GenerateLibraryLayout>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
+    <PlatformTarget>x86</PlatformTarget>
+    <DebugSymbols>true</DebugSymbols>
+    <OutputPath>..\..\bin\Debug\W10\x86\</OutputPath>
+    <DefineConstants>TRACE;DEBUG;W10</DefineConstants>
+    <NoWarn>;2008</NoWarn>
+    <DebugType>full</DebugType>
+    <PlatformTarget>x86</PlatformTarget>
+    <UseVSHostingProcess>false</UseVSHostingProcess>
+    <ErrorReport>prompt</ErrorReport>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+    <GenerateLibraryLayout>true</GenerateLibraryLayout>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
+    <PlatformTarget>x86</PlatformTarget>
+    <OutputPath>..\..\bin\Release\W10\x86\</OutputPath>
+    <DefineConstants>TRACE;W10</DefineConstants>
+    <Optimize>true</Optimize>
+    <NoWarn>;2008</NoWarn>
+    <DebugType>none</DebugType>
+    <PlatformTarget>x86</PlatformTarget>
+    <UseVSHostingProcess>false</UseVSHostingProcess>
+    <ErrorReport>prompt</ErrorReport>
+    <AllowUnsafeBlocks>true</AllowUnsafeBlocks>
+    <GenerateLibraryLayout>true</GenerateLibraryLayout>
+  </PropertyGroup>
+  <ItemGroup>
+    <Compile Include="FXAAEffect.cs" />
+    <Compile Include="FXAAGreenLumaHighEffect.cs" />
+    <Compile Include="FXAAGreenLumaLowEffect.cs" />
+    <Compile Include="FXAAGreenLumaMediumEffect.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="Properties\AssemblyInfo.W10.cs" />
+    <Content Include="Properties\Aether.Shaders.FXAA.rd.xml" />
+  </ItemGroup>
+  <ItemGroup>
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.8" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.8" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.8" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="Aether.Shaders.FXAA.W10.project.json" />
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Include="MonoGame.Framework">
+      <HintPath>..\..\packages\MonoGame.Framework.Portable.3.2.99.1-Beta\lib\portable-net40+sl40+win+wp80\MonoGame.Framework.dll</HintPath>
+      <Private>False</Private>
+    </Reference>
+  </ItemGroup>
+  <PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' &lt; '14.0' ">
+    <VisualStudioVersion>14.0</VisualStudioVersion>
+  </PropertyGroup>
+  <Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsXaml\v$(VisualStudioVersion)\Microsoft.Windows.UI.Xaml.CSharp.targets" />
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+       Other similar extension points exist, see Microsoft.Common.targets.
+  <Target Name="BeforeBuild">
+  </Target>
+  <Target Name="AfterBuild">
+  </Target>
+  -->
+</Project>

+ 16 - 0
Shaders/FXAA/Aether.Shaders.FXAA.W10.project.json

@@ -0,0 +1,16 @@
+{
+  "dependencies": {
+    "Microsoft.NETCore.UniversalWindowsPlatform": "5.0.0"
+  },
+  "frameworks": {
+    "uap10.0": {}
+  },
+  "runtimes": {
+    "win10-arm": {},
+    "win10-arm-aot": {},
+    "win10-x86": {},
+    "win10-x86-aot": {},
+    "win10-x64": {},
+    "win10-x64-aot": {}
+  }
+}

+ 77 - 0
Shaders/FXAA/Aether.Shaders.FXAA.W8_1.csproj

@@ -0,0 +1,77 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProductVersion>8.0.30703</ProductVersion>
+    <SchemaVersion>2.0</SchemaVersion>
+    <ProjectGuid>{A8768C08-09ED-4A35-90CE-6A30168F720B}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>tainicom.Aether.Shaders</RootNamespace>
+    <AssemblyName>Aether.Shaders.FXAA</AssemblyName>
+    <DefaultLanguage>en-US</DefaultLanguage>
+    <FileAlignment>512</FileAlignment>
+    <ProjectTypeGuids>{BC8A1FFA-BEE3-4634-8014-F334798102B3};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
+    <TargetPlatformVersion>8.1</TargetPlatformVersion>
+    <MinimumVisualStudioVersion>12</MinimumVisualStudioVersion>
+    <TargetFrameworkVersion />
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>..\..\bin\Debug\W8_1\</OutputPath>
+    <DefineConstants>TRACE;DEBUG;W8_1</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <DebugType>none</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>..\..\bin\Release\W8_1\</OutputPath>
+    <DefineConstants>TRACE;W8_1</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <ItemGroup>
+    <Compile Include="FXAAEffect.cs" />
+    <Compile Include="FXAAGreenLumaHighEffect.cs" />
+    <Compile Include="FXAAGreenLumaLowEffect.cs" />
+    <Compile Include="FXAAGreenLumaMediumEffect.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="Properties\AssemblyInfo.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.8" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.8" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.8" />
+  </ItemGroup>
+  <ItemGroup>
+    <Reference Include="MonoGame.Framework">
+      <HintPath>..\..\packages\MonoGame.Framework.Portable.3.2.99.1-Beta\lib\portable-net40+sl40+win+wp80\MonoGame.Framework.dll</HintPath>
+      <Private>False</Private>
+    </Reference>
+  </ItemGroup>
+  <PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' &lt; '12.0' ">
+    <VisualStudioVersion>12.0</VisualStudioVersion>
+  </PropertyGroup>
+  <Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsXaml\v$(VisualStudioVersion)\Microsoft.Windows.UI.Xaml.CSharp.targets" />
+  <PropertyGroup>
+  </PropertyGroup>
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+       Other similar extension points exist, see Microsoft.Common.targets.
+  <Target Name="BeforeBuild">
+  </Target>
+  <Target Name="AfterBuild">
+  </Target>
+  -->
+</Project>

+ 72 - 0
Shaders/FXAA/Aether.Shaders.FXAA.WINDOWS.MG.csproj

@@ -0,0 +1,72 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <PropertyGroup>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+    <ProductVersion>8.0.30703</ProductVersion>
+    <SchemaVersion>2.0</SchemaVersion>
+    <ProjectGuid>{FBBDE2BA-F9F3-4041-8584-2C912C235E26}</ProjectGuid>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>tainicom.Aether.Shaders</RootNamespace>
+    <AssemblyName>Aether.Shaders.FXAA</AssemblyName>
+    <TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
+    <FileAlignment>512</FileAlignment>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>..\..\bin\Debug\Windows\</OutputPath>
+    <DefineConstants>TRACE;DEBUG;WINDOWS MG</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+    <DebugType>none</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>..\..\bin\Release\Windows\</OutputPath>
+    <DefineConstants>TRACE;WINDOWS MG</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="System" />
+    <Reference Include="MonoGame.Framework, Version=3.1.2.0, Culture=neutral, processorArchitecture=MSIL">
+      <HintPath>..\..\packages\MonoGame.Framework.Portable.3.2.99.1-Beta\lib\portable-net40+sl40+win+wp80\MonoGame.Framework.dll</HintPath>
+      <SpecificVersion>False</SpecificVersion>
+      <Private>False</Private>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="FXAAEffect.cs" />
+    <Compile Include="FXAAGreenLumaHighEffect.cs" />
+    <Compile Include="FXAAGreenLumaLowEffect.cs" />
+    <Compile Include="FXAAGreenLumaMediumEffect.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="Properties\AssemblyInfo.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.6" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.7" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.dx11.mgfxo.8" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.dx11.mgfxo.8" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.dx11.mgfxo.8" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="packages.config" />
+  </ItemGroup>
+  <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+       Other similar extension points exist, see Microsoft.Common.targets.
+  <Target Name="BeforeBuild">
+  </Target>
+  <Target Name="AfterBuild">
+  </Target>
+  -->
+</Project>

+ 66 - 0
Shaders/FXAA/Aether.Shaders.FXAA.WINDOWS.XNA.csproj

@@ -0,0 +1,66 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="4.0">
+  <PropertyGroup>
+    <ProjectGuid>{89E0198E-7298-411A-B5C1-61F2754A3F80}</ProjectGuid>
+    <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+    <Platform Condition=" '$(Platform)' == '' ">x86</Platform>
+    <OutputType>Library</OutputType>
+    <AppDesignerFolder>Properties</AppDesignerFolder>
+    <RootNamespace>tainicom.Aether.Shaders</RootNamespace>
+    <AssemblyName>Aether.Shaders.FXAA</AssemblyName>
+    <XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
+    <XnaPlatform>Windows</XnaPlatform>
+    <TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
+    <DebugSymbols>true</DebugSymbols>
+    <DebugType>full</DebugType>
+    <Optimize>false</Optimize>
+    <OutputPath>..\..\bin\Debug\Windows.XNA\</OutputPath>
+    <DefineConstants>TRACE;DEBUG;WINDOWS XNA</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <PlatformTarget>x86</PlatformTarget>
+  </PropertyGroup>
+  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
+    <DebugType>none</DebugType>
+    <Optimize>true</Optimize>
+    <OutputPath>..\..\bin\Release\Windows.XNA\</OutputPath>
+    <DefineConstants>TRACE;WINDOWS XNA</DefineConstants>
+    <ErrorReport>prompt</ErrorReport>
+    <WarningLevel>4</WarningLevel>
+    <PlatformTarget>x86</PlatformTarget>
+  </PropertyGroup>
+  <ItemGroup>
+    <Reference Include="Microsoft.Xna.Framework, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
+    <Reference Include="Microsoft.Xna.Framework.Graphics, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
+    <Reference Include="Microsoft.Xna.Framework.Content.Pipeline, Version=4.0.0.0, Culture=neutral, PublicKeyToken=842cf8be1de50553, processorArchitecture=x86" />
+    <Reference Include="System" />
+    <Reference Include="System.Core">
+      <RequiredTargetFramework>4.0</RequiredTargetFramework>
+    </Reference>
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="FXAAEffect.cs" />
+    <Compile Include="FXAAGreenLumaHighEffect.cs" />
+    <Compile Include="FXAAGreenLumaLowEffect.cs" />
+    <Compile Include="FXAAGreenLumaMediumEffect.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <Compile Include="Properties\AssemblyInfo.cs" />
+  </ItemGroup>
+  <ItemGroup>
+    <EmbeddedResource Include="Resources\FXAAGreenLumaHigh.xna.WinHiDef" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaLow.xna.WinHiDef" />
+    <EmbeddedResource Include="Resources\FXAAGreenLumaMedium.xna.WinHiDef" />
+  </ItemGroup>
+  <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
+  <Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.ContentPipelineExtensions.targets" />
+  <!-- To modify your build process, add your task inside one of the targets below and uncomment it. 
+     Other similar extension points exist, see Microsoft.Common.targets.
+  <Target Name="BeforeBuild">
+  </Target>
+  <Target Name="AfterBuild">
+  </Target>
+  -->
+</Project>

+ 289 - 0
Shaders/FXAA/FXAAEffect.cs

@@ -0,0 +1,289 @@
+#region License
+//   Copyright 2013-2016 Kastellanos Nikolaos
+//
+//   Licensed under the Apache License, Version 2.0 (the "License");
+//   you may not use this file except in compliance with the License.
+//   You may obtain a copy of the License at
+//
+//       http://www.apache.org/licenses/LICENSE-2.0
+//
+//   Unless required by applicable law or agreed to in writing, software
+//   distributed under the License is distributed on an "AS IS" BASIS,
+//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+//   See the License for the specific language governing permissions and
+//   limitations under the License.
+#endregion
+
+using System;
+using System.IO;
+using System.Reflection;
+using Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Graphics;
+
+namespace tainicom.Aether.Shaders
+{
+    public class FXAAEffect : Effect , IEffectMatrices
+    {
+        #region Effect Parameters
+        
+        EffectParameter subPixelAliasingRemovalParam;
+        EffectParameter edgeThresholdParam;
+        EffectParameter edgeThresholdMinParam;
+        EffectParameter consoleEdgeSharpnessParam;
+        EffectParameter consoleEdgeThresholdParam;
+        EffectParameter consoleEdgeThresholdMinParam;
+        EffectParameter inverseViewportSizeParam;
+        EffectParameter consoleSharpnessParam;
+        EffectParameter consoleOpt1Param;
+        EffectParameter consoleOpt2Param;
+        EffectParameter projectionParam;
+        EffectParameter viewParam;
+        EffectParameter worldParam;
+
+        #endregion
+
+        #region Fields
+
+        int techniqueIndex = 0;
+
+        public const int FXAA = 0x00000001;
+
+        internal static byte[] LoadEffectResource(string name)
+        {
+            using (var stream = LoadEffectResourceStream(name))
+            using (var ms = new MemoryStream())
+            {
+                stream.CopyTo(ms);
+                return ms.ToArray();
+            }
+        }
+
+        internal static Stream LoadEffectResourceStream(string name)
+        {
+            // Detect MG version            
+            var mgVersion = GetAssembly(typeof(Effect)).GetName().Version;
+            if (mgVersion.Major == 3)
+            {
+                if (mgVersion.Minor == 4)
+                    name += ".6";
+                if (mgVersion.Minor == 5)
+                    name += ".7";
+                if (mgVersion.Minor == 6)
+                    name += ".8";
+            }
+            
+            Stream stream = GetAssembly(typeof(FXAAEffect)).GetManifestResourceStream(name);
+            return stream;
+        }
+
+        private static Assembly GetAssembly(Type type)
+        {            
+            #if W8_1 || W10 
+            return type.GetTypeInfo().Assembly;
+            #else
+            return type.Assembly;
+            #endif
+        }
+
+        #endregion
+        
+        #region Public Properties
+
+        /// <summary>        
+        /// 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
+        /// </summary>
+        public float SubPixelAliasingRemoval
+        {
+            get { return subPixelAliasingRemovalParam.GetValueSingle(); }
+            set { subPixelAliasingRemovalParam.SetValue(value); }
+        }
+
+        /// <summary>
+        /// 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)
+        /// </summary>
+        public float EdgeThreshold
+        {
+            get { return edgeThresholdParam.GetValueSingle(); }
+            set { edgeThresholdParam.SetValue(value); }
+        }
+
+        /// <summary>
+        /// 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.
+        /// </summary>
+        public float EdgeThresholdMin
+        {
+            get { return edgeThresholdMinParam.GetValueSingle(); }
+            set { edgeThresholdMinParam.SetValue(value); }
+        }
+
+        public float ConsoleEdgeSharpness
+        {
+            get { return consoleEdgeSharpnessParam.GetValueSingle(); }
+            set { consoleEdgeSharpnessParam.SetValue(value); }
+        }
+
+        public float ConsoleEdgeThreshold
+        {
+            get { return consoleEdgeThresholdParam.GetValueSingle(); }
+            set { consoleEdgeThresholdParam.SetValue(value); }
+        }
+
+        public float ConsoleEdgeThresholdMin
+        {
+            get { return consoleEdgeThresholdMinParam.GetValueSingle(); }
+            set { consoleEdgeThresholdMinParam.SetValue(value); }
+        }
+
+        public Vector2 InverseViewportSize
+        {
+            get { return inverseViewportSizeParam.GetValueVector2(); }
+            set { inverseViewportSizeParam.SetValue(value); }
+        }
+
+        public Vector4 ConsoleSharpness
+        {
+            get { return consoleSharpnessParam.GetValueVector4(); }
+            set { consoleSharpnessParam.SetValue(value); }
+        }
+
+        public Vector4 ConsoleOpt1
+        {
+            get { return consoleOpt1Param.GetValueVector4(); }
+            set { consoleOpt1Param.SetValue(value); }
+        }
+
+        public Vector4 ConsoleOpt2
+        {
+            get { return consoleOpt2Param.GetValueVector4(); }
+            set { consoleOpt2Param.SetValue(value); }
+        }
+
+        public Matrix Projection
+        {
+            get { return projectionParam.GetValueMatrix(); }
+            set { projectionParam.SetValue(value); }
+        }
+
+        public Matrix View
+        {
+            get { return viewParam.GetValueMatrix(); }
+            set { viewParam.SetValue(value); }
+        }
+
+        public Matrix World
+        {
+            get { return worldParam.GetValueMatrix(); }
+            set { worldParam.SetValue(value); }
+        }
+
+        public bool AntialiasingEnabled
+        {
+            get { return (techniqueIndex & FXAA) == FXAA; }
+            set
+            {
+                techniqueIndex = (value) ? (techniqueIndex|FXAA) : (techniqueIndex&~FXAA);
+                CurrentTechnique = Techniques[techniqueIndex];
+            }
+        }
+
+        #endregion
+
+        #region Methods
+
+        public FXAAEffect(GraphicsDevice graphicsDevice, byte[] Bytecode): base(graphicsDevice, Bytecode)
+        {   
+            CacheEffectParameters(null);
+            
+            SubPixelAliasingRemoval = 0.75f;
+            EdgeThreshold = 0.166f;
+            EdgeThresholdMin = 0.0833f;
+            ConsoleEdgeSharpness = 8.0f;
+            ConsoleEdgeThreshold = 0.125f;
+            ConsoleEdgeThresholdMin = 0f;         
+
+            AntialiasingEnabled = true;
+        }
+
+        protected FXAAEffect(FXAAEffect cloneSource)
+            : base(cloneSource)
+        {
+            CacheEffectParameters(cloneSource);
+
+            AntialiasingEnabled = cloneSource.AntialiasingEnabled;
+        }
+
+        /// <param name="N">
+        /// This effects sub-pixel AA quality and inversely sharpness.
+        ///   Where N ranges between,
+        ///     N = 0.50 (default)
+        ///     N = 0.33 (sharper)
+        /// </param>
+        public void SetDefaultParameters(int width, int height, float N = 0.5f)
+        {
+            Matrix projection = Matrix.CreateOrthographicOffCenter(0, width, height, 0, 0, 1);
+#if XNA 
+            Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
+#else
+            Matrix halfPixelOffset = Matrix.Identity;
+#endif
+
+            World = Matrix.Identity;
+            View = Matrix.Identity;
+            Projection = halfPixelOffset * projection;
+            InverseViewportSize = new Vector2(1f / width, 1f / height);
+            ConsoleSharpness = new Vector4(
+                -N / width, -N / height,
+                N / width, N / height);
+            ConsoleOpt1 = new Vector4(
+                -2.0f / width, -2.0f / height,
+                2.0f / width, 2.0f / height);
+            ConsoleOpt2 = new Vector4(
+                8.0f / width, 8.0f / height,
+                -4.0f / width, -4.0f / height);
+        }
+
+        public override Effect Clone()
+        {
+            return new FXAAEffect(this);
+        }
+
+        void CacheEffectParameters(FXAAEffect cloneSource)
+        {
+            subPixelAliasingRemovalParam = Parameters["SubPixelAliasingRemoval"];
+            edgeThresholdParam = Parameters["EdgeThreshold"];
+            edgeThresholdMinParam = Parameters["EdgeThresholdMin"];
+            consoleEdgeSharpnessParam = Parameters["ConsoleEdgeSharpness"];
+            consoleEdgeThresholdParam = Parameters["ConsoleEdgeThreshold"];
+            consoleEdgeThresholdMinParam = Parameters["ConsoleEdgeThresholdMin"];
+            inverseViewportSizeParam = Parameters["InverseViewportSize"];
+            consoleSharpnessParam = Parameters["ConsoleSharpness"];
+            consoleOpt1Param = Parameters["ConsoleOpt1"];
+            consoleOpt2Param = Parameters["ConsoleOpt2"];
+            projectionParam = Parameters["Projection"];
+            viewParam = Parameters["View"];
+            worldParam = Parameters["World"];
+        }
+        
+        #endregion
+    }
+}

+ 35 - 0
Shaders/FXAA/FXAAGreenLumaHighEffect.cs

@@ -0,0 +1,35 @@
+#region License
+//   Copyright 2013-2016 Kastellanos Nikolaos
+//
+//   Licensed under the Apache License, Version 2.0 (the "License");
+//   you may not use this file except in compliance with the License.
+//   You may obtain a copy of the License at
+//
+//       http://www.apache.org/licenses/LICENSE-2.0
+//
+//   Unless required by applicable law or agreed to in writing, software
+//   distributed under the License is distributed on an "AS IS" BASIS,
+//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+//   See the License for the specific language governing permissions and
+//   limitations under the License.
+#endregion
+
+using System;
+using Microsoft.Xna.Framework.Graphics;
+
+namespace tainicom.Aether.Shaders
+{
+    public class FXAAGreenLumaHighEffect : FXAAEffect 
+    {
+#if ((MG && WINDOWS) || W8_1 || W10)
+        static readonly String resourceName = "tainicom.Aether.Shaders.Resources.FXAAGreenLumaHigh.dx11.mgfxo";
+#elif (XNA && WINDOWS)
+        static readonly String resourceName = "tainicom.Aether.Shaders.Resources.FXAAGreenLumaHigh.xna.WinHiDef";
+#endif
+
+        public FXAAGreenLumaHighEffect(GraphicsDevice graphicsDevice)
+            : base(graphicsDevice, LoadEffectResource(resourceName))
+        {    
+        }
+    }
+}

+ 35 - 0
Shaders/FXAA/FXAAGreenLumaLowEffect.cs

@@ -0,0 +1,35 @@
+#region License
+//   Copyright 2013-2016 Kastellanos Nikolaos
+//
+//   Licensed under the Apache License, Version 2.0 (the "License");
+//   you may not use this file except in compliance with the License.
+//   You may obtain a copy of the License at
+//
+//       http://www.apache.org/licenses/LICENSE-2.0
+//
+//   Unless required by applicable law or agreed to in writing, software
+//   distributed under the License is distributed on an "AS IS" BASIS,
+//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+//   See the License for the specific language governing permissions and
+//   limitations under the License.
+#endregion
+
+using System;
+using Microsoft.Xna.Framework.Graphics;
+
+namespace tainicom.Aether.Shaders
+{
+    public class FXAAGreenLumaLowEffect : FXAAEffect 
+    {
+#if ((MG && WINDOWS) || W8_1 || W10)
+        static readonly String resourceName = "tainicom.Aether.Shaders.Resources.FXAAGreenLumaLow.dx11.mgfxo";
+#elif (XNA && WINDOWS)
+        static readonly String resourceName = "tainicom.Aether.Shaders.Resources.FXAAGreenLumaLow.xna.WinHiDef";
+#endif
+
+        public FXAAGreenLumaLowEffect(GraphicsDevice graphicsDevice)
+            : base(graphicsDevice, LoadEffectResource(resourceName))
+        {    
+        }        
+    }
+}

+ 35 - 0
Shaders/FXAA/FXAAGreenLumaMediumEffect.cs

@@ -0,0 +1,35 @@
+#region License
+//   Copyright 2013-2016 Kastellanos Nikolaos
+//
+//   Licensed under the Apache License, Version 2.0 (the "License");
+//   you may not use this file except in compliance with the License.
+//   You may obtain a copy of the License at
+//
+//       http://www.apache.org/licenses/LICENSE-2.0
+//
+//   Unless required by applicable law or agreed to in writing, software
+//   distributed under the License is distributed on an "AS IS" BASIS,
+//   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+//   See the License for the specific language governing permissions and
+//   limitations under the License.
+#endregion
+
+using System;
+using Microsoft.Xna.Framework.Graphics;
+
+namespace tainicom.Aether.Shaders
+{
+    public class FXAAGreenLumaMediumEffect : FXAAEffect 
+    {
+#if ((MG && WINDOWS) || W8_1 || W10)
+        static readonly String resourceName = "tainicom.Aether.Shaders.Resources.FXAAGreenLumaMedium.dx11.mgfxo";
+#elif (XNA && WINDOWS)
+        static readonly String resourceName = "tainicom.Aether.Shaders.Resources.FXAAGreenLumaMedium.xna.WinHiDef";
+#endif
+
+        public FXAAGreenLumaMediumEffect(GraphicsDevice graphicsDevice)
+            : base(graphicsDevice, LoadEffectResource(resourceName))
+        {    
+        }
+    }
+}

+ 33 - 0
Shaders/FXAA/Properties/Aether.Shaders.FXAA.rd.xml

@@ -0,0 +1,33 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!--
+    This file contains Runtime Directives, specifications about types your application accesses
+    through reflection and other dynamic code patterns. Runtime Directives are used to control the
+    .NET Native optimizer and ensure that it does not remove code accessed by your library. If your
+    library does not do any reflection, then you generally do not need to edit this file. However,
+    if your library reflects over types, especially types passed to it or derived from its types,
+    then you should write Runtime Directives.
+
+    The most common use of reflection in libraries is to discover information about types passed
+    to the library. Runtime Directives have three ways to express requirements on types passed to
+    your library.
+
+    1.  Parameter, GenericParameter, TypeParameter, TypeEnumerableParameter
+        Use these directives to reflect over types passed as a parameter.
+
+    2.  SubTypes
+        Use a SubTypes directive to reflect over types derived from another type.
+
+    3.  AttributeImplies
+        Use an AttributeImplies directive to indicate that your library needs to reflect over
+        types or methods decorated with an attribute.
+
+    For more information on writing Runtime Directives for libraries, please visit
+    http://go.microsoft.com/fwlink/?LinkID=391919
+-->
+<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
+  <Library Name="Aether.Shaders.FXAA">
+
+  	<!-- add directives for your library here -->
+
+  </Library>
+</Directives>

+ 26 - 0
Shaders/FXAA/Properties/AssemblyInfo.W10.cs

@@ -0,0 +1,26 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+[assembly: AssemblyTitle("Aether.Shaders.FXAA")]
+[assembly: AssemblyProduct("Aether.Shaders.FXAA")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyCopyright("Copyright ©  Kastellanos Nikolaos 2013-2016")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+
+// Version information for an assembly consists of the following four values:
+//
+//      Major Version
+//      Minor Version 
+//      Build Number
+//      Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers 
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]
+[assembly: ComVisible(false)]

+ 37 - 0
Shaders/FXAA/Properties/AssemblyInfo.cs

@@ -0,0 +1,37 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+
+[assembly: AssemblyTitle("Aether.Shaders.FXAA")]
+[assembly: AssemblyProduct("Aether.Shaders.FXAA")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("")]
+[assembly: AssemblyCopyright("Copyright ©  Kastellanos Nikolaos 2013-2016")]
+[assembly: AssemblyTrademark("")]
+[assembly: AssemblyCulture("")]
+
+// Setting ComVisible to false makes the types in this assembly not visible 
+// to COM components.  If you need to access a type in this assembly from 
+// COM, set the ComVisible attribute to true on that type. Only Windows
+// assemblies support COM.
+[assembly: ComVisible(false)]
+
+// On Windows, the following GUID is for the ID of the typelib if this
+// project is exposed to COM. On other platforms, it unique identifies the
+// title storage container when deploying this assembly to the device.
+[assembly: Guid("089a2665-02e6-4cf3-8571-30c768fe35f9")]
+
+// Version information for an assembly consists of the following four values:
+//
+//      Major Version
+//      Minor Version 
+//      Build Number
+//      Revision
+//
+// You can specify all the values or you can default the Build and Revision Numbers 
+// by using the '*' as shown below:
+// [assembly: AssemblyVersion("1.0.*")]
+[assembly: AssemblyVersion("1.0.0.0")]
+[assembly: AssemblyFileVersion("1.0.0.0")]
+

+ 3 - 0
Shaders/FXAA/README.md

@@ -0,0 +1,3 @@
+# Aether.Shaders.FXAA
+
+MonoGame port of NVIDIA's FXAA 3.11 shader.

+ 25 - 0
Shaders/FXAA/Resources/BuildShaders.bat

@@ -0,0 +1,25 @@
+@echo off
+setlocal
+
+cd %~dp0
+
+SET MGFX="C:\Program Files (x86)\MSBuild\MonoGame\v3.0\Tools\2mgfx.exe"
+SET XNAFX="CompileEffect\CompileEffect.exe"
+
+@echo Build dx11
+@for /f %%f IN ('dir /b *.fx') do (
+    call %MGFX% %%~nf.fx %%~nf.dx11.mgfxo /Profile:DirectX_11
+)
+
+@echo Build ogl
+@for /f %%f IN ('dir /b *.fx') do (
+    call %MGFX% %%~nf.fx %%~nf.ogl.mgfxo
+)
+
+@echo Build dx9/xna HiDef
+@for /f %%f IN ('dir /b *.fx') do (
+    call %XNAFX% Windows HiDef %%~nf.fx %%~nf.xna.WinHiDef
+)
+
+endlocal
+@pause

BIN
Shaders/FXAA/Resources/CompileEffect/CompileEffect.exe


+ 3 - 0
Shaders/FXAA/Resources/CompileEffect/CompileEffect.exe.config

@@ -0,0 +1,3 @@
+<?xml version="1.0"?>
+<configuration>
+<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0"/></startup></configuration>

BIN
Shaders/FXAA/Resources/CompileEffect/Microsoft.Xna.Framework.Content.Pipeline.EffectImporter.dll


+ 8 - 0
Shaders/FXAA/Resources/CompileEffect/README.md

@@ -0,0 +1,8 @@
+# CompileEffect
+
+Command-line utility that uses the Content Pipeline to compile a .fx source file into a binary blob that can be passed directly to the XNA Framework Effect class constructor.
+
+source: 
+http://xbox.create.msdn.com/en-us/education/catalog/sample/stock_effects/
+https://github.com/DDReaper/XNAGameStudio/wiki/Stock%20Effects
+

BIN
Shaders/FXAA/Resources/FXAAGreenLumaHigh.dx11.mgfxo.6


BIN
Shaders/FXAA/Resources/FXAAGreenLumaHigh.dx11.mgfxo.7


BIN
Shaders/FXAA/Resources/FXAAGreenLumaHigh.dx11.mgfxo.8


+ 107 - 0
Shaders/FXAA/Resources/FXAAGreenLumaHigh.fx

@@ -0,0 +1,107 @@
+
+#define FXAA_PC 1
+#ifdef SM4 // shader model 4.0 (DX11)
+#define FXAA_HLSL_4_MG 1
+#else
+#define FXAA_HLSL_3 1
+#endif
+#define FXAA_QUALITY__PRESET 39
+#define FXAA_GREEN_AS_LUMA 1
+
+#include "Fxaa3_11.MG.fxh"
+#include "Macros.fxh"
+
+DECLARE_TEXTURE(Texture, 0);
+
+BEGIN_CONSTANTS
+float2 InverseViewportSize;
+float4 ConsoleSharpness;
+float4 ConsoleOpt1;
+float4 ConsoleOpt2;
+float SubPixelAliasingRemoval;
+float EdgeThreshold;
+float EdgeThresholdMin;
+float ConsoleEdgeSharpness;
+
+float ConsoleEdgeThreshold;
+float ConsoleEdgeThresholdMin;
+
+// Must keep this as constant register instead of an immediate
+float4 Console360ConstDir = float4(1.0, -1.0, 0.25, -0.25);
+
+MATRIX_CONSTANTS
+float4x4 World;
+float4x4 View;
+float4x4 Projection;
+END_CONSTANTS
+
+struct VSOutput
+{
+	float4 position		: SV_Position;
+	float2 texCoord		: TEXCOORD0;
+};
+
+VSOutput VertexShaderFunction(float4 position	: POSITION0,								
+                                        float2 texCoord	: TEXCOORD0)
+{
+    VSOutput output;
+  
+    float4 worldPosition = mul(position, World);
+    float4 viewPosition = mul(worldPosition, View);
+    output.position = mul(viewPosition, Projection);
+	output.texCoord = texCoord;
+    return output;
+}
+
+float4 PixelShaderFunction_FXAA(VSOutput input) : SV_Target0
+{
+	FxaaTex tex;
+#ifdef SM4 // shader model 4.0 (DX11)
+	tex.tex = Texture;
+	tex.smpl = TextureSampler;
+#else
+    tex = Texture;
+#endif
+	
+	float4 value = FxaaPixelShader(
+		input.texCoord,
+		0,	// Not used in PC or Xbox 360
+		tex,
+		tex,			// *** TODO: For Xbox, can I use additional sampler with exponent bias of -1
+		tex,			// *** TODO: For Xbox, can I use additional sampler with exponent bias of -2
+		InverseViewportSize,	// FXAA Quality only
+		ConsoleSharpness,		// Console only
+		ConsoleOpt1,
+		ConsoleOpt2,
+		SubPixelAliasingRemoval,	// FXAA Quality only
+		EdgeThreshold,// FXAA Quality only
+		EdgeThresholdMin,
+		ConsoleEdgeSharpness,
+		ConsoleEdgeThreshold,	// TODO
+		ConsoleEdgeThresholdMin, // TODO
+		Console360ConstDir
+		);		
+		
+   return value;
+}
+
+float4 PixelShaderFunction_Standard(VSOutput input) : SV_Target0
+{
+	   return SAMPLE_TEXTURE(Texture, input.texCoord);
+}
+
+TECHNIQUE( Standard, VertexShaderFunction, PixelShaderFunction_Standard );
+
+technique FXAA
+{
+    pass 
+    {
+#ifdef SM4 // shader model 4.0 (DX11)
+        VertexShader = compile vs_4_0 VertexShaderFunction();
+        PixelShader = compile ps_4_0 PixelShaderFunction_FXAA();
+#else
+        VertexShader = compile vs_3_0 VertexShaderFunction();
+        PixelShader = compile ps_3_0 PixelShaderFunction_FXAA();
+#endif
+    }
+}

BIN
Shaders/FXAA/Resources/FXAAGreenLumaHigh.ogl.mgfxo.7


BIN
Shaders/FXAA/Resources/FXAAGreenLumaHigh.xna.WinHiDef


BIN
Shaders/FXAA/Resources/FXAAGreenLumaLow.dx11.mgfxo.6


BIN
Shaders/FXAA/Resources/FXAAGreenLumaLow.dx11.mgfxo.7


BIN
Shaders/FXAA/Resources/FXAAGreenLumaLow.dx11.mgfxo.8


+ 106 - 0
Shaders/FXAA/Resources/FXAAGreenLumaLow.fx

@@ -0,0 +1,106 @@
+
+#define FXAA_PC_CONSOLE 1
+#ifdef SM4 // shader model 4.0 (DX11)
+#define FXAA_HLSL_4_MG 1
+#else
+#define FXAA_HLSL_3 1
+#endif
+#define FXAA_GREEN_AS_LUMA 1
+
+#include "Fxaa3_11.MG.fxh"
+#include "Macros.fxh"
+
+DECLARE_TEXTURE(Texture, 0);
+
+//BEGIN_CONSTANTS
+float2 InverseViewportSize;
+float4 ConsoleSharpness;
+float4 ConsoleOpt1;
+float4 ConsoleOpt2;
+float SubPixelAliasingRemoval;
+float EdgeThreshold;
+float EdgeThresholdMin;
+float ConsoleEdgeSharpness;
+
+float ConsoleEdgeThreshold;
+float ConsoleEdgeThresholdMin;
+
+// Must keep this as constant register instead of an immediate
+float4 Console360ConstDir = float4(1.0, -1.0, 0.25, -0.25);
+
+//MATRIX_CONSTANTS
+float4x4 World;
+float4x4 View;
+float4x4 Projection;
+//END_CONSTANTS
+
+struct VSOutput
+{
+	float4 position		: SV_Position;
+	float2 texCoord		: TEXCOORD0;
+};
+
+VSOutput VertexShaderFunction(float4 position	: POSITION0,								
+                                        float2 texCoord	: TEXCOORD0)
+{
+    VSOutput output;
+  
+    float4 worldPosition = mul(position, World);
+    float4 viewPosition = mul(worldPosition, View);
+    output.position = mul(viewPosition, Projection);
+	output.texCoord = texCoord;
+    return output;
+}
+
+float4 PixelShaderFunction_FXAA(VSOutput input) : SV_Target0
+{
+	FxaaTex tex;
+#ifdef SM4 // shader model 4.0 (DX11)
+	tex.tex = Texture;
+	tex.smpl = TextureSampler;
+#else
+    tex = Texture;
+#endif
+	
+	float4 value = FxaaPixelShader(
+		input.texCoord,
+		0,	// Not used in PC or Xbox 360
+		tex,
+		tex,			// *** TODO: For Xbox, can I use additional sampler with exponent bias of -1
+		tex,			// *** TODO: For Xbox, can I use additional sampler with exponent bias of -2
+		InverseViewportSize,	// FXAA Quality only
+		ConsoleSharpness,		// Console only
+		ConsoleOpt1,
+		ConsoleOpt2,
+		SubPixelAliasingRemoval,	// FXAA Quality only
+		EdgeThreshold,// FXAA Quality only
+		EdgeThresholdMin,
+		ConsoleEdgeSharpness,
+		ConsoleEdgeThreshold,	// TODO
+		ConsoleEdgeThresholdMin, // TODO
+		Console360ConstDir
+		);		
+		
+   return value;
+}
+
+float4 PixelShaderFunction_Standard(VSOutput input) : SV_Target0
+{
+	   return SAMPLE_TEXTURE(Texture, input.texCoord);
+}
+
+TECHNIQUE( Standard, VertexShaderFunction, PixelShaderFunction_Standard );
+
+technique FXAA
+{
+    pass 
+    {
+#ifdef SM4 // shader model 4.0 (DX11)
+        VertexShader = compile vs_4_0_level_9_1 VertexShaderFunction();
+        PixelShader = compile ps_4_0_level_9_3 PixelShaderFunction_FXAA();
+#else
+        VertexShader = compile vs_3_0 VertexShaderFunction();
+        PixelShader = compile ps_3_0 PixelShaderFunction_FXAA();
+#endif
+    }
+}

BIN
Shaders/FXAA/Resources/FXAAGreenLumaLow.ogl.mgfxo.7


BIN
Shaders/FXAA/Resources/FXAAGreenLumaLow.xna.WinHiDef


BIN
Shaders/FXAA/Resources/FXAAGreenLumaMedium.dx11.mgfxo.6


BIN
Shaders/FXAA/Resources/FXAAGreenLumaMedium.dx11.mgfxo.7


BIN
Shaders/FXAA/Resources/FXAAGreenLumaMedium.dx11.mgfxo.8


+ 107 - 0
Shaders/FXAA/Resources/FXAAGreenLumaMedium.fx

@@ -0,0 +1,107 @@
+
+#define FXAA_PC 1
+#ifdef SM4 // shader model 4.0 (DX11)
+#define FXAA_HLSL_4_MG 1
+#else
+#define FXAA_HLSL_3 1
+#endif
+#define FXAA_QUALITY__PRESET 20
+#define FXAA_GREEN_AS_LUMA 1
+
+#include "Fxaa3_11.MG.fxh"
+#include "Macros.fxh"
+
+DECLARE_TEXTURE(Texture, 0);
+
+BEGIN_CONSTANTS
+float2 InverseViewportSize;
+float4 ConsoleSharpness;
+float4 ConsoleOpt1;
+float4 ConsoleOpt2;
+float SubPixelAliasingRemoval;
+float EdgeThreshold;
+float EdgeThresholdMin;
+float ConsoleEdgeSharpness;
+
+float ConsoleEdgeThreshold;
+float ConsoleEdgeThresholdMin;
+
+// Must keep this as constant register instead of an immediate
+float4 Console360ConstDir = float4(1.0, -1.0, 0.25, -0.25);
+
+MATRIX_CONSTANTS
+float4x4 World;
+float4x4 View;
+float4x4 Projection;
+END_CONSTANTS
+
+struct VSOutput
+{
+	float4 position		: SV_Position;
+	float2 texCoord		: TEXCOORD0;
+};
+
+VSOutput VertexShaderFunction(float4 position	: POSITION0,								
+                                        float2 texCoord	: TEXCOORD0)
+{
+    VSOutput output;
+  
+    float4 worldPosition = mul(position, World);
+    float4 viewPosition = mul(worldPosition, View);
+    output.position = mul(viewPosition, Projection);
+	output.texCoord = texCoord;
+    return output;
+}
+
+float4 PixelShaderFunction_FXAA(VSOutput input) : SV_Target0
+{
+	FxaaTex tex;
+#ifdef SM4 // shader model 4.0 (DX11)
+	tex.tex = Texture;
+	tex.smpl = TextureSampler;
+#else
+    tex = Texture;
+#endif
+	
+	float4 value = FxaaPixelShader(
+		input.texCoord,
+		0,	// Not used in PC or Xbox 360
+		tex,
+		tex,			// *** TODO: For Xbox, can I use additional sampler with exponent bias of -1
+		tex,			// *** TODO: For Xbox, can I use additional sampler with exponent bias of -2
+		InverseViewportSize,	// FXAA Quality only
+		ConsoleSharpness,		// Console only
+		ConsoleOpt1,
+		ConsoleOpt2,
+		SubPixelAliasingRemoval,	// FXAA Quality only
+		EdgeThreshold,// FXAA Quality only
+		EdgeThresholdMin,
+		ConsoleEdgeSharpness,
+		ConsoleEdgeThreshold,	// TODO
+		ConsoleEdgeThresholdMin, // TODO
+		Console360ConstDir
+		);		
+		
+   return value;
+}
+
+float4 PixelShaderFunction_Standard(VSOutput input) : SV_Target0
+{
+	   return SAMPLE_TEXTURE(Texture, input.texCoord);
+}
+
+TECHNIQUE( Standard, VertexShaderFunction, PixelShaderFunction_Standard );
+
+technique FXAA
+{
+    pass 
+    {
+#ifdef SM4 // shader model 4.0 (DX11)
+        VertexShader = compile vs_4_0 VertexShaderFunction();
+        PixelShader = compile ps_4_0 PixelShaderFunction_FXAA();
+#else
+        VertexShader = compile vs_3_0 VertexShaderFunction();
+        PixelShader = compile ps_3_0 PixelShaderFunction_FXAA();
+#endif
+    }
+}

BIN
Shaders/FXAA/Resources/FXAAGreenLumaMedium.ogl.mgfxo.7


BIN
Shaders/FXAA/Resources/FXAAGreenLumaMedium.xna.WinHiDef


+ 2066 - 0
Shaders/FXAA/Resources/Fxaa3_11.MG.fxh

@@ -0,0 +1,2066 @@
+/*============================================================================
+
+
+                    NVIDIA FXAA 3.11 by TIMOTHY LOTTES
+
+
+------------------------------------------------------------------------------
+COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
+------------------------------------------------------------------------------
+TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
+*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
+OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
+CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
+LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
+OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
+THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
+DAMAGES.
+
+------------------------------------------------------------------------------
+                           INTEGRATION CHECKLIST
+------------------------------------------------------------------------------
+(1.)
+In the shader source, setup defines for the desired configuration.
+When providing multiple shaders (for different presets),
+simply setup the defines differently in multiple files.
+Example,
+
+  #define FXAA_PC 1
+  #define FXAA_HLSL_5 1
+  #define FXAA_QUALITY__PRESET 12
+
+Or,
+
+  #define FXAA_360 1
+  
+Or,
+
+  #define FXAA_PS3 1
+  
+Etc.
+
+(2.)
+Then include this file,
+
+  #include "Fxaa3_11.h"
+
+(3.)
+Then call the FXAA pixel shader from within your desired shader.
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+As for FXAA 3.11 all inputs for all shaders are the same 
+to enable easy porting between platforms.
+
+  return FxaaPixelShader(...);
+
+(4.)
+Insure pass prior to FXAA outputs RGBL (see next section).
+Or use,
+
+  #define FXAA_GREEN_AS_LUMA 1
+
+(5.)
+Setup engine to provide the following constants
+which are used in the FxaaPixelShader() inputs,
+
+  FxaaFloat2 fxaaQualityRcpFrame,
+  FxaaFloat4 fxaaConsoleRcpFrameOpt,
+  FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+  FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+  FxaaFloat fxaaQualitySubpix,
+  FxaaFloat fxaaQualityEdgeThreshold,
+  FxaaFloat fxaaQualityEdgeThresholdMin,
+  FxaaFloat fxaaConsoleEdgeSharpness,
+  FxaaFloat fxaaConsoleEdgeThreshold,
+  FxaaFloat fxaaConsoleEdgeThresholdMin,
+  FxaaFloat4 fxaaConsole360ConstDir
+
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+
+(6.)
+Have FXAA vertex shader run as a full screen triangle,
+and output "pos" and "fxaaConsolePosPos" 
+such that inputs in the pixel shader provide,
+
+  // {xy} = center of pixel
+  FxaaFloat2 pos,
+
+  // {xy__} = upper left of pixel
+  // {__zw} = lower right of pixel
+  FxaaFloat4 fxaaConsolePosPos,
+
+(7.)
+Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
+
+
+------------------------------------------------------------------------------
+                    INTEGRATION - RGBL AND COLORSPACE
+------------------------------------------------------------------------------
+FXAA3 requires RGBL as input unless the following is set, 
+
+  #define FXAA_GREEN_AS_LUMA 1
+
+In which case the engine uses green in place of luma,
+and requires RGB input is in a non-linear colorspace.
+
+RGB should be LDR (low dynamic range).
+Specifically do FXAA after tonemapping.
+
+RGB data as returned by a texture fetch can be non-linear,
+or linear when FXAA_GREEN_AS_LUMA is not set.
+Note an "sRGB format" texture counts as linear,
+because the result of a texture fetch is linear data.
+Regular "RGBA8" textures in the sRGB colorspace are non-linear.
+
+If FXAA_GREEN_AS_LUMA is not set,
+luma must be stored in the alpha channel prior to running FXAA.
+This luma should be in a perceptual space (could be gamma 2.0).
+Example pass before FXAA where output is gamma 2.0 encoded,
+
+  color.rgb = ToneMap(color.rgb); // linear color output
+  color.rgb = sqrt(color.rgb);    // gamma 2.0 color output
+  return color;
+
+To use FXAA,
+
+  color.rgb = ToneMap(color.rgb);  // linear color output
+  color.rgb = sqrt(color.rgb);     // gamma 2.0 color output
+  color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
+  return color;
+
+Another example where output is linear encoded,
+say for instance writing to an sRGB formated render target,
+where the render target does the conversion back to sRGB after blending,
+
+  color.rgb = ToneMap(color.rgb); // linear color output
+  return color;
+
+To use FXAA,
+
+  color.rgb = ToneMap(color.rgb); // linear color output
+  color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
+  return color;
+
+Getting luma correct is required for the algorithm to work correctly.
+
+
+------------------------------------------------------------------------------
+                          BEING LINEARLY CORRECT?
+------------------------------------------------------------------------------
+Applying FXAA to a framebuffer with linear RGB color will look worse.
+This is very counter intuitive, but happends to be true in this case.
+The reason is because dithering artifacts will be more visiable 
+in a linear colorspace.
+
+
+------------------------------------------------------------------------------
+                             COMPLEX INTEGRATION
+------------------------------------------------------------------------------
+Q. What if the engine is blending into RGB before wanting to run FXAA?
+
+A. In the last opaque pass prior to FXAA,
+   have the pass write out luma into alpha.
+   Then blend into RGB only.
+   FXAA should be able to run ok
+   assuming the blending pass did not any add aliasing.
+   This should be the common case for particles and common blending passes.
+
+A. Or use FXAA_GREEN_AS_LUMA.
+
+============================================================================*/
+
+/*============================================================================
+
+                             INTEGRATION KNOBS
+
+============================================================================*/
+//
+// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
+// FXAA_360_OPT is a prototype for the new optimized 360 version.
+//
+// 1 = Use API.
+// 0 = Don't use API.
+//
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PS3
+    #define FXAA_PS3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360
+    #define FXAA_360 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360_OPT
+    #define FXAA_360_OPT 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_PC
+    //
+    // FXAA Quality
+    // The high quality PC algorithm.
+    //
+    #define FXAA_PC 0
+#endif
+/*--------------------------------------------------------------------------*/
+#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 CONSOLE PS3 - TUNING KNOBS
+============================================================================*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
+    //
+    // Consoles the sharpness of edges on PS3 only.
+    // Non-PS3 tuning is done with shader input.
+    //
+    // Due to the PS3 being ALU bound,
+    // there are only two safe values here: 4 and 8.
+    // These options use the shaders ability to a free *|/ by 2|4|8.
+    //
+    // 8.0 is sharper
+    // 4.0 is softer
+    // 2.0 is really soft (good for vector graphics inputs)
+    //
+    #if 1
+        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
+    #endif
+    #if 0
+        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
+    #endif
+    #if 0
+        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
+    #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
+    //
+    // Only effects PS3.
+    // Non-PS3 tuning is done with shader input.
+    //
+    // The minimum amount of local contrast required to apply algorithm.
+    // The console setting has a different mapping than the quality setting.
+    //
+    // This only applies when FXAA_EARLY_EXIT is 1.
+    //
+    // Due to the PS3 being ALU bound,
+    // there are only two safe values here: 0.25 and 0.125.
+    // These options use the shaders ability to a free *|/ by 2|4|8.
+    //
+    // 0.125 leaves less aliasing, but is softer
+    // 0.25 leaves more aliasing, and is sharper
+    //
+    #if 1
+        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
+    #else
+        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
+    #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 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_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_4_MG == 1)
+    #define FxaaInt2 int2
+    struct FxaaTex { SamplerState smpl; Texture2D tex; };
+    #define FxaaTexTop(t, p) t.tex.Sample(t.smpl, p)
+    #define FxaaTexOff(t, p, o, r) t.tex.Sample(t.smpl, p, 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
+
+
+
+
+/*============================================================================
+
+                         FXAA3 CONSOLE - PC VERSION
+                         
+------------------------------------------------------------------------------
+Instead of using this on PC, I'd suggest just using FXAA Quality with
+    #define FXAA_QUALITY__PRESET 10
+Or 
+    #define FXAA_QUALITY__PRESET 20
+Either are higher qualilty and almost as fast as this on modern PC GPUs.
+============================================================================*/
+#if (FXAA_PC_CONSOLE == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+    FxaaFloat2 pos,
+    FxaaFloat4 fxaaConsolePosPos,
+    FxaaTex tex,
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    FxaaFloat2 fxaaQualityRcpFrame,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    FxaaFloat fxaaQualitySubpix,
+    FxaaFloat fxaaQualityEdgeThreshold,
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
+    FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
+    FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
+    FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
+/*--------------------------------------------------------------------------*/
+    FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        FxaaFloat lumaM = rgbyM.w;
+    #else
+        FxaaFloat lumaM = rgbyM.y;
+    #endif
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
+    lumaNe += 1.0/384.0;
+    FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
+    FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
+    FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat lumaMinM = min(lumaMin, lumaM);
+    FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
+    FxaaFloat lumaMaxM = max(lumaMax, lumaM);
+    FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
+    FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
+    FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
+    if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat2 dir;
+    dir.x = dirSwMinusNe + dirSeMinusNw;
+    dir.y = dirSwMinusNe - dirSeMinusNw;
+/*--------------------------------------------------------------------------*/
+    FxaaFloat2 dir1 = normalize(dir.xy);
+    FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
+    FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
+    FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
+    FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
+/*--------------------------------------------------------------------------*/
+    FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
+    FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
+/*--------------------------------------------------------------------------*/
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
+    #else
+        FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
+    #endif
+    if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
+    return rgbyB; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+                      FXAA3 CONSOLE - 360 PIXEL SHADER 
+
+------------------------------------------------------------------------------
+This optimized version thanks to suggestions from Andy Luedke.
+Should be fully tex bound in all cases.
+As of the FXAA 3.11 release, I have still not tested this code,
+however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
+And note this is replacing the old unoptimized version.
+If it does not work, please let me know so I can fix it.
+============================================================================*/
+#if (FXAA_360 == 1)
+/*--------------------------------------------------------------------------*/
+[reduceTempRegUsage(4)]
+float4 FxaaPixelShader(
+    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+    FxaaFloat2 pos,
+    FxaaFloat4 fxaaConsolePosPos,
+    FxaaTex tex,
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    FxaaFloat2 fxaaQualityRcpFrame,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    FxaaFloat fxaaQualitySubpix,
+    FxaaFloat fxaaQualityEdgeThreshold,
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+    float4 lumaNwNeSwSe;
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        asm { 
+            tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false
+        };
+    #else
+        asm { 
+            tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false
+            tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false
+        };
+    #endif
+/*--------------------------------------------------------------------------*/
+    lumaNwNeSwSe.y += 1.0/384.0;
+    float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+    float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+    float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
+    float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
+/*--------------------------------------------------------------------------*/
+    float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        float lumaMinM = min(lumaMin, rgbyM.w);
+        float lumaMaxM = max(lumaMax, rgbyM.w);
+    #else
+        float lumaMinM = min(lumaMin, rgbyM.y);
+        float lumaMaxM = max(lumaMax, rgbyM.y);
+    #endif        
+    if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
+/*--------------------------------------------------------------------------*/
+    float2 dir;
+    dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
+    dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
+    dir = normalize(dir);
+/*--------------------------------------------------------------------------*/
+    float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
+/*--------------------------------------------------------------------------*/
+    float4 dir2;
+    float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
+    dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
+    dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
+/*--------------------------------------------------------------------------*/
+
+/*
+    float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
+    float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
+    float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
+    float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));*/
+
+	// NOTE -> as far as I know, there is no way to apply an exponent bias to the sampler in XNA
+	// (with the XDK apparently you can use XGSetTextureHeaderEx)
+	// So we need to divide by 2 or 4 here.
+	//  - Philip Fortier
+	float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)) / 2;
+    float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)) / 2;
+    float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)) / 4;
+    float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)) / 4;
+
+/*--------------------------------------------------------------------------*/
+    float4 rgbyA = rgbyN1 + rgbyP1;
+    float4 rgbyB = rgbyN2 + rgbyP2 + rgbyA * 0.5;
+/*--------------------------------------------------------------------------*/
+    float4 rgbyR = ((FxaaLuma(rgbyB) - lumaMax) > 0.0) ? rgbyA : rgbyB; 
+    rgbyR = ((FxaaLuma(rgbyB) - lumaMin) > 0.0) ? rgbyR : rgbyA; 
+    return rgbyR; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+         FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
+
+==============================================================================
+The code below does not exactly match the assembly.
+I have a feeling that 12 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+  --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+------------------------------------------------------------------------------
+                             NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+  0: texpkb h0.w(TRUE), v5.zyxx, #0
+  2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+  4: texpkb h0.w(TRUE), v5.xwxx, #0
+  6: addh h0.z(TRUE), -h2, h0.w
+  7: texpkb h1.w(TRUE), v5, #0
+  9: addh h0.x(TRUE), h0.z, -h1.w
+ 10: addh h3.w(TRUE), h0.z, h1
+ 11: texpkb h2.w(TRUE), v5.zwzz, #0
+ 13: addh h0.z(TRUE), h3.w, -h2.w
+ 14: addh h0.x(TRUE), h2.w, h0
+ 15: nrmh h1.xz(TRUE), h0_n
+ 16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
+ 17: maxh h4.w(TRUE), h0, h1
+ 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
+ 19: movr r1.zw(TRUE), v4.xxxy
+ 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
+ 22: minh h5.w(TRUE), h0, h1
+ 23: texpkb h0(TRUE), r2.xzxx, #0
+ 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
+ 27: maxh h4.x(TRUE), h2.z, h2.w
+ 28: texpkb h1(TRUE), r0.zwzz, #0
+ 30: addh_d2 h1(TRUE), h0, h1
+ 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 33: texpkb h0(TRUE), r0, #0
+ 35: minh h4.z(TRUE), h2, h2.w
+ 36: fenct TRUE
+ 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 39: texpkb h2(TRUE), r1, #0
+ 41: addh_d2 h0(TRUE), h0, h2
+ 42: maxh h2.w(TRUE), h4, h4.x
+ 43: minh h2.x(TRUE), h5.w, h4.z
+ 44: addh_d2 h0(TRUE), h0, h1
+ 45: slth h2.x(TRUE), h0.w, h2
+ 46: sgth h2.w(TRUE), h0, h2
+ 47: movh h0(TRUE), h0
+ 48: addx.c0 rc(TRUE), h2, h2.w
+ 49: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass |  Unit  |  uOp |  PC:  Op
+-----+--------+------+-------------------------
+   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+     |   SCB1 |  add |   2:  ADDh h2.z, h0.--w-, const.--x-;
+     |        |      |
+   2 | SCT0/1 |  mov |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+     |    TEX |  txl |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+     |   SCB1 |  add |   6:  ADDh h0.z,-h2, h0.--w-;
+     |        |      |
+   3 | SCT0/1 |  mov |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+     |    TEX |  txl |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+     |   SCB0 |  add |   9:  ADDh h0.x, h0.z---,-h1.w---;
+     |   SCB1 |  add |  10:  ADDh h3.w, h0.---z, h1;
+     |        |      |
+   4 | SCT0/1 |  mov |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+     |    TEX |  txl |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+     |   SCB0 |  add |  14:  ADDh h0.x, h2.w---, h0;
+     |   SCB1 |  add |  13:  ADDh h0.z, h3.--w-,-h2.--w-;
+     |        |      |
+   5 |   SCT1 |  mov |  15:  NRMh h1.xz, h0;
+     |    SRB |  nrm |  15:  NRMh h1.xz, h0;
+     |   SCB0 |  min |  16:  MINh*8 h0.x, |h1|, |h1.z---|;
+     |   SCB1 |  max |  17:  MAXh h4.w, h0, h1;
+     |        |      |
+   6 |   SCT0 |  div |  18:  DIVx h2.xy, h1.xz--, h0;
+     |   SCT1 |  mov |  19:  MOVr r1.zw, g[TEX0].--xy;
+     |   SCB0 |  mad |  20:  MADr r2.xz,-h1, const.z-w-, r1.z-w-;
+     |   SCB1 |  min |  22:  MINh h5.w, h0, h1;
+     |        |      |
+   7 | SCT0/1 |  mov |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0;
+     |    TEX |  txl |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0;
+     |   SCB0 |  max |  27:  MAXh h4.x, h2.z---, h2.w---;
+     |   SCB1 |  mad |  25:  MADr r0.zw, h1.--xz, const, r1;
+     |        |      |
+   8 | SCT0/1 |  mov |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0;
+     |    TEX |  txl |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0;
+     | SCB0/1 |  add |  30:  ADDh/2 h1, h0, h1;
+     |        |      |
+   9 |   SCT0 |  mad |  31:  MADr r0.xy,-h2, const.xy--, r1.zw--;
+     |   SCT1 |  mov |  33:  TXLr h0, r0, const.zzzz, TEX0;
+     |    TEX |  txl |  33:  TXLr h0, r0, const.zzzz, TEX0;
+     |   SCB1 |  min |  35:  MINh h4.z, h2, h2.--w-;
+     |        |      |
+  10 |   SCT0 |  mad |  37:  MADr r1.xy, h2, const.xy--, r1.zw--;
+     |   SCT1 |  mov |  39:  TXLr h2, r1, const.zzzz, TEX0;
+     |    TEX |  txl |  39:  TXLr h2, r1, const.zzzz, TEX0;
+     | SCB0/1 |  add |  41:  ADDh/2 h0, h0, h2;
+     |        |      |
+  11 |   SCT0 |  min |  43:  MINh h2.x, h5.w---, h4.z---;
+     |   SCT1 |  max |  42:  MAXh h2.w, h4, h4.---x;
+     | SCB0/1 |  add |  44:  ADDh/2 h0, h0, h1;
+     |        |      |
+  12 |   SCT0 |  set |  45:  SLTh h2.x, h0.w---, h2;
+     |   SCT1 |  set |  46:  SGTh h2.w, h0, h2;
+     | SCB0/1 |  mul |  47:  MOVh h0, h0;
+     |        |      |
+  13 |   SCT0 |  mad |  48:  ADDxc0_s rc, h2, h2.w---;
+     | SCB0/1 |  mul |  49:  MOVh h0(NE0.xxxx), h1;
+ 
+Pass   SCT  TEX  SCB
+  1:   0% 100%  25%
+  2:   0% 100%  25%
+  3:   0% 100%  50%
+  4:   0% 100%  50%
+  5:   0%   0%  50%
+  6: 100%   0%  75%
+  7:   0% 100%  75%
+  8:   0% 100% 100%
+  9:   0% 100%  25%
+ 10:   0% 100% 100%
+ 11:  50%   0% 100%
+ 12:  50%   0% 100%
+ 13:  25%   0% 100%
+
+MEAN:  17%  61%  67%
+
+Pass   SCT0  SCT1   TEX  SCB0  SCB1
+  1:    0%    0%  100%    0%  100%
+  2:    0%    0%  100%    0%  100%
+  3:    0%    0%  100%  100%  100%
+  4:    0%    0%  100%  100%  100%
+  5:    0%    0%    0%  100%  100%
+  6:  100%  100%    0%  100%  100%
+  7:    0%    0%  100%  100%  100%
+  8:    0%    0%  100%  100%  100%
+  9:    0%    0%  100%    0%  100%
+ 10:    0%    0%  100%  100%  100%
+ 11:  100%  100%    0%  100%  100%
+ 12:  100%  100%    0%  100%  100%
+ 13:  100%    0%    0%  100%  100%
+
+MEAN:   30%   23%   61%   76%  100%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 13 cycles, 3 r regs, 923,076,923 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O3
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+    FxaaFloat2 pos,
+    FxaaFloat4 fxaaConsolePosPos,
+    FxaaTex tex,
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    FxaaFloat2 fxaaQualityRcpFrame,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    FxaaFloat fxaaQualitySubpix,
+    FxaaFloat fxaaQualityEdgeThreshold,
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+    half4 dir;
+    half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        lumaNe.w += half(1.0/512.0);
+        dir.x = -lumaNe.w;
+        dir.z = -lumaNe.w;
+    #else
+        lumaNe.y += half(1.0/512.0);
+        dir.x = -lumaNe.y;
+        dir.z = -lumaNe.y;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        dir.x += lumaSw.w;
+        dir.z += lumaSw.w;
+    #else
+        dir.x += lumaSw.y;
+        dir.z += lumaSw.y;
+    #endif        
+/*--------------------------------------------------------------------------*/
+// (3)
+    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        dir.x -= lumaNw.w;
+        dir.z += lumaNw.w;
+    #else
+        dir.x -= lumaNw.y;
+        dir.z += lumaNw.y;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        dir.x += lumaSe.w;
+        dir.z -= lumaSe.w;
+    #else
+        dir.x += lumaSe.y;
+        dir.z -= lumaSe.y;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+    half4 dir1_pos;
+    dir1_pos.xy = normalize(dir.xyz).xz;
+    half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (6)
+    half4 dir2_pos;
+    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
+    dir1_pos.zw = pos.xy;
+    dir2_pos.zw = pos.xy;
+    half4 temp1N;
+    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (7)
+    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+    half4 rgby1;
+    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (8)
+    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+    rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (9)
+    half4 temp2N;
+    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+// (10)
+    half4 rgby2;
+    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+    rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (11)
+    // compilier moves these scalar ops up to other cycles
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
+        half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
+    #else
+        half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
+        half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
+    #endif        
+    rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (12)
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        bool twoTapLt = rgby2.w < lumaMin;
+        bool twoTapGt = rgby2.w > lumaMax;
+    #else
+        bool twoTapLt = rgby2.y < lumaMin;
+        bool twoTapGt = rgby2.y > lumaMax;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (13)
+    if(twoTapLt || twoTapGt) rgby2 = rgby1;
+/*--------------------------------------------------------------------------*/
+    return rgby2; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+       FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
+
+==============================================================================
+The code mostly matches the assembly.
+I have a feeling that 14 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
+Will look at fixing this for FXAA 3.12.
+------------------------------------------------------------------------------
+                             NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+  0: texpkb h0.w(TRUE), v5.zyxx, #0
+  2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+  4: texpkb h1.w(TRUE), v5.xwxx, #0
+  6: addh h0.x(TRUE), h1.w, -h2.y
+  7: texpkb h2.w(TRUE), v5.zwzz, #0
+  9: minh h4.w(TRUE), h2.y, h2
+ 10: maxh h5.x(TRUE), h2.y, h2.w
+ 11: texpkb h0.w(TRUE), v5, #0
+ 13: addh h3.w(TRUE), -h0, h0.x
+ 14: addh h0.x(TRUE), h0.w, h0
+ 15: addh h0.z(TRUE), -h2.w, h0.x
+ 16: addh h0.x(TRUE), h2.w, h3.w
+ 17: minh h5.y(TRUE), h0.w, h1.w
+ 18: nrmh h2.xz(TRUE), h0_n
+ 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
+ 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
+ 21: movr r1.zw(TRUE), v4.xxxy
+ 22: maxh h2.w(TRUE), h0, h1
+ 23: fenct TRUE
+ 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 26: texpkb h0(TRUE), r0, #0
+ 28: maxh h5.x(TRUE), h2.w, h5
+ 29: minh h5.w(TRUE), h5.y, h4
+ 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 32: texpkb h2(TRUE), r1, #0
+ 34: addh_d2 h2(TRUE), h0, h2
+ 35: texpkb h1(TRUE), v4, #0
+ 37: maxh h5.y(TRUE), h5.x, h1.w
+ 38: minh h4.w(TRUE), h1, h5
+ 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 41: texpkb h0(TRUE), r0, #0
+ 43: addh_m8 h5.z(TRUE), h5.y, -h4.w
+ 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 46: texpkb h3(TRUE), r2, #0
+ 48: addh_d2 h0(TRUE), h0, h3
+ 49: addh_d2 h3(TRUE), h0, h2
+ 50: movh h0(TRUE), h3
+ 51: slth h3.x(TRUE), h3.w, h5.w
+ 52: sgth h3.w(TRUE), h3, h5.x
+ 53: addx.c0 rc(TRUE), h3.x, h3
+ 54: slth.c0 rc(TRUE), h5.z, h5
+ 55: movh h0(c0.NE.w), h2
+ 56: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass |  Unit  |  uOp |  PC:  Op
+-----+--------+------+-------------------------
+   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+     |   SCB0 |  add |   2:  ADDh h2.y, h0.-w--, const.-x--;
+     |        |      |
+   2 | SCT0/1 |  mov |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+     |    TEX |  txl |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+     |   SCB0 |  add |   6:  ADDh h0.x, h1.w---,-h2.y---;
+     |        |      |
+   3 | SCT0/1 |  mov |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+     |    TEX |  txl |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+     |   SCB0 |  max |  10:  MAXh h5.x, h2.y---, h2.w---;
+     |   SCB1 |  min |   9:  MINh h4.w, h2.---y, h2;
+     |        |      |
+   4 | SCT0/1 |  mov |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+     |    TEX |  txl |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+     |   SCB0 |  add |  14:  ADDh h0.x, h0.w---, h0;
+     |   SCB1 |  add |  13:  ADDh h3.w,-h0, h0.---x;
+     |        |      |
+   5 |   SCT0 |  mad |  16:  ADDh h0.x, h2.w---, h3.w---;
+     |   SCT1 |  mad |  15:  ADDh h0.z,-h2.--w-, h0.--x-;
+     |   SCB0 |  min |  17:  MINh h5.y, h0.-w--, h1.-w--;
+     |        |      |
+   6 |   SCT1 |  mov |  18:  NRMh h2.xz, h0;
+     |    SRB |  nrm |  18:  NRMh h2.xz, h0;
+     |   SCB1 |  min |  19:  MINh*8 h2.w, |h2.---x|, |h2.---z|;
+     |        |      |
+   7 |   SCT0 |  div |  20:  DIVx h4.xy, h2.xz--, h2.ww--;
+     |   SCT1 |  mov |  21:  MOVr r1.zw, g[TEX0].--xy;
+     |   SCB1 |  max |  22:  MAXh h2.w, h0, h1;
+     |        |      |
+   8 |   SCT0 |  mad |  24:  MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
+     |   SCT1 |  mov |  26:  TXLr h0, r0, const.xxxx, TEX0;
+     |    TEX |  txl |  26:  TXLr h0, r0, const.xxxx, TEX0;
+     |   SCB0 |  max |  28:  MAXh h5.x, h2.w---, h5;
+     |   SCB1 |  min |  29:  MINh h5.w, h5.---y, h4;
+     |        |      |
+   9 |   SCT0 |  mad |  30:  MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
+     |   SCT1 |  mov |  32:  TXLr h2, r1, const.xxxx, TEX0;
+     |    TEX |  txl |  32:  TXLr h2, r1, const.xxxx, TEX0;
+     | SCB0/1 |  add |  34:  ADDh/2 h2, h0, h2;
+     |        |      |
+  10 | SCT0/1 |  mov |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0;
+     |    TEX |  txl |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0;
+     |   SCB0 |  max |  37:  MAXh h5.y, h5.-x--, h1.-w--;
+     |   SCB1 |  min |  38:  MINh h4.w, h1, h5;
+     |        |      |
+  11 |   SCT0 |  mad |  39:  MADr r0.xy,-h4, const.xy--, r1.zw--;
+     |   SCT1 |  mov |  41:  TXLr h0, r0, const.zzzz, TEX0;
+     |    TEX |  txl |  41:  TXLr h0, r0, const.zzzz, TEX0;
+     |   SCB0 |  mad |  44:  MADr r2.xy, h4, const.xy--, r1.zw--;
+     |   SCB1 |  add |  43:  ADDh*8 h5.z, h5.--y-,-h4.--w-;
+     |        |      |
+  12 | SCT0/1 |  mov |  46:  TXLr h3, r2, const.xxxx, TEX0;
+     |    TEX |  txl |  46:  TXLr h3, r2, const.xxxx, TEX0;
+     | SCB0/1 |  add |  48:  ADDh/2 h0, h0, h3;
+     |        |      |
+  13 | SCT0/1 |  mad |  49:  ADDh/2 h3, h0, h2;
+     | SCB0/1 |  mul |  50:  MOVh h0, h3;
+     |        |      |
+  14 |   SCT0 |  set |  51:  SLTh h3.x, h3.w---, h5.w---;
+     |   SCT1 |  set |  52:  SGTh h3.w, h3, h5.---x;
+     |   SCB0 |  set |  54:  SLThc0 rc, h5.z---, h5;
+     |   SCB1 |  add |  53:  ADDxc0_s rc, h3.---x, h3;
+     |        |      |
+  15 | SCT0/1 |  mul |  55:  MOVh h0(NE0.wwww), h2;
+     | SCB0/1 |  mul |  56:  MOVh h0(NE0.xxxx), h1;
+ 
+Pass   SCT  TEX  SCB
+  1:   0% 100%  25%
+  2:   0% 100%  25%
+  3:   0% 100%  50%
+  4:   0% 100%  50%
+  5:  50%   0%  25%
+  6:   0%   0%  25%
+  7: 100%   0%  25%
+  8:   0% 100%  50%
+  9:   0% 100% 100%
+ 10:   0% 100%  50%
+ 11:   0% 100%  75%
+ 12:   0% 100% 100%
+ 13: 100%   0% 100%
+ 14:  50%   0%  50%
+ 15: 100%   0% 100%
+
+MEAN:  26%  60%  56%
+
+Pass   SCT0  SCT1   TEX  SCB0  SCB1
+  1:    0%    0%  100%  100%    0%
+  2:    0%    0%  100%  100%    0%
+  3:    0%    0%  100%  100%  100%
+  4:    0%    0%  100%  100%  100%
+  5:  100%  100%    0%  100%    0%
+  6:    0%    0%    0%    0%  100%
+  7:  100%  100%    0%    0%  100%
+  8:    0%    0%  100%  100%  100%
+  9:    0%    0%  100%  100%  100%
+ 10:    0%    0%  100%  100%  100%
+ 11:    0%    0%  100%  100%  100%
+ 12:    0%    0%  100%  100%  100%
+ 13:  100%  100%    0%  100%  100%
+ 14:  100%  100%    0%  100%  100%
+ 15:  100%  100%    0%  100%  100%
+
+MEAN:   33%   33%   60%   86%   80%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 15 cycles, 3 r regs, 800,000,000 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O2
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+    FxaaFloat2 pos,
+    FxaaFloat4 fxaaConsolePosPos,
+    FxaaTex tex,
+    FxaaTex fxaaConsole360TexExpBiasNegOne,
+    FxaaTex fxaaConsole360TexExpBiasNegTwo,
+    FxaaFloat2 fxaaQualityRcpFrame,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt,
+    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+    FxaaFloat fxaaQualitySubpix,
+    FxaaFloat fxaaQualityEdgeThreshold,
+    FxaaFloat fxaaQualityEdgeThresholdMin,
+    FxaaFloat fxaaConsoleEdgeSharpness,
+    FxaaFloat fxaaConsoleEdgeThreshold,
+    FxaaFloat fxaaConsoleEdgeThresholdMin,
+    FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+    half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaNe = rgbyNe.w + half(1.0/512.0);
+    #else
+        half lumaNe = rgbyNe.y + half(1.0/512.0);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaSwNegNe = lumaSw.w - lumaNe;
+    #else
+        half lumaSwNegNe = lumaSw.y - lumaNe;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (3)
+    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
+        half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
+    #else
+        half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
+        half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half dirZ =  lumaNw.w + lumaSwNegNe;
+        half dirX = -lumaNw.w + lumaSwNegNe;
+    #else
+        half dirZ =  lumaNw.y + lumaSwNegNe;
+        half dirX = -lumaNw.y + lumaSwNegNe;
+    #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+    half3 dir;
+    dir.y = 0.0;
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        dir.x =  lumaSe.w + dirX;
+        dir.z = -lumaSe.w + dirZ;
+        half lumaMinNeSe = min(lumaNe, lumaSe.w);
+    #else
+        dir.x =  lumaSe.y + dirX;
+        dir.z = -lumaSe.y + dirZ;
+        half lumaMinNeSe = min(lumaNe, lumaSe.y);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (6)
+    half4 dir1_pos;
+    dir1_pos.xy = normalize(dir).xz;
+    half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (7)
+    half4 dir2_pos;
+    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
+    dir1_pos.zw = pos.xy;
+    dir2_pos.zw = pos.xy;
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaMaxNeSe = max(lumaNe, lumaSe.w);
+    #else
+        half lumaMaxNeSe = max(lumaNe, lumaSe.y);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (8)
+    half4 temp1N;
+    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+    half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
+    half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
+/*--------------------------------------------------------------------------*/
+// (9)
+    half4 rgby1;
+    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+    rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (10)
+    half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        half lumaMaxM = max(lumaMax, rgbyM.w);
+        half lumaMinM = min(lumaMin, rgbyM.w);
+    #else
+        half lumaMaxM = max(lumaMax, rgbyM.y);
+        half lumaMinM = min(lumaMin, rgbyM.y);
+    #endif
+/*--------------------------------------------------------------------------*/
+// (11)
+    half4 temp2N;
+    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+    half4 rgby2;
+    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+    half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
+/*--------------------------------------------------------------------------*/
+// (12)
+    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+    rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (13)
+    rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (14)
+    #if (FXAA_GREEN_AS_LUMA == 0)
+        bool twoTapLt = rgby2.w < lumaMin;
+        bool twoTapGt = rgby2.w > lumaMax;
+    #else
+        bool twoTapLt = rgby2.y < lumaMin;
+        bool twoTapGt = rgby2.y > lumaMax;
+    #endif
+    bool earlyExit = lumaRangeM < lumaMax;
+    bool twoTap = twoTapLt || twoTapGt;
+/*--------------------------------------------------------------------------*/
+// (15)
+    if(twoTap) rgby2 = rgby1;
+    if(earlyExit) rgby2 = rgbyM;
+/*--------------------------------------------------------------------------*/
+    return rgby2; }
+/*==========================================================================*/
+#endif

+ 61 - 0
Shaders/FXAA/Resources/Macros.fxh

@@ -0,0 +1,61 @@
+//-----------------------------------------------------------------------------
+// Macros.fxh
+//
+// Microsoft XNA Community Game Platform
+// Copyright (C) Microsoft Corporation. All rights reserved.
+//-----------------------------------------------------------------------------
+
+#ifdef SM4
+
+// Macros for targetting shader model 4.0 (DX11)
+
+#define TECHNIQUE(name, vsname, psname ) \
+	technique name { pass { VertexShader = compile vs_4_0_level_9_1 vsname (); PixelShader = compile ps_4_0_level_9_1 psname(); } }
+
+#define BEGIN_CONSTANTS     cbuffer Parameters : register(b0) {
+#define MATRIX_CONSTANTS
+#define END_CONSTANTS       };
+
+#define _vs(r)
+#define _ps(r)
+#define _cb(r)
+
+#define DECLARE_TEXTURE(Name, index) \
+    Texture2D<float4> Name : register(t##index); \
+    sampler Name##Sampler : register(s##index)
+
+#define DECLARE_CUBEMAP(Name, index) \
+    TextureCube<float4> Name : register(t##index); \
+    sampler Name##Sampler : register(s##index)
+
+#define SAMPLE_TEXTURE(Name, texCoord)  Name.Sample(Name##Sampler, texCoord)
+#define SAMPLE_CUBEMAP(Name, texCoord)  Name.Sample(Name##Sampler, texCoord)
+
+
+#else
+
+
+// Macros for targetting shader model 2.0 (DX9)
+
+#define TECHNIQUE(name, vsname, psname ) \
+	technique name { pass { VertexShader = compile vs_2_0 vsname (); PixelShader = compile ps_2_0 psname(); } }
+
+#define BEGIN_CONSTANTS
+#define MATRIX_CONSTANTS
+#define END_CONSTANTS
+
+#define _vs(r)  : register(vs, r)
+#define _ps(r)  : register(ps, r)
+#define _cb(r)
+
+#define DECLARE_TEXTURE(Name, index) \
+    sampler2D Name : register(s##index);
+
+#define DECLARE_CUBEMAP(Name, index) \
+    samplerCUBE Name : register(s##index);
+
+#define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name, texCoord)
+#define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name, texCoord)
+
+
+#endif

+ 4 - 0
Shaders/FXAA/packages.config

@@ -0,0 +1,4 @@
+<?xml version="1.0" encoding="utf-8"?>
+<packages>
+  <package id="MonoGame.Framework.Portable" version="3.2.99.1-Beta" targetFramework="portable-net45+win+wp80+MonoAndroid10+xamarinios10+MonoTouch10" />
+</packages>

BIN
bin/Release/W10/Aether.Shaders.FXAA.dll


BIN
bin/Release/W10/Aether.Shaders.FXAA.pri


+ 33 - 0
bin/Release/W10/Aether.Shaders.FXAA/Properties/Aether.Shaders.FXAA.rd.xml

@@ -0,0 +1,33 @@
+<?xml version="1.0" encoding="utf-8"?>
+<!--
+    This file contains Runtime Directives, specifications about types your application accesses
+    through reflection and other dynamic code patterns. Runtime Directives are used to control the
+    .NET Native optimizer and ensure that it does not remove code accessed by your library. If your
+    library does not do any reflection, then you generally do not need to edit this file. However,
+    if your library reflects over types, especially types passed to it or derived from its types,
+    then you should write Runtime Directives.
+
+    The most common use of reflection in libraries is to discover information about types passed
+    to the library. Runtime Directives have three ways to express requirements on types passed to
+    your library.
+
+    1.  Parameter, GenericParameter, TypeParameter, TypeEnumerableParameter
+        Use these directives to reflect over types passed as a parameter.
+
+    2.  SubTypes
+        Use a SubTypes directive to reflect over types derived from another type.
+
+    3.  AttributeImplies
+        Use an AttributeImplies directive to indicate that your library needs to reflect over
+        types or methods decorated with an attribute.
+
+    For more information on writing Runtime Directives for libraries, please visit
+    http://go.microsoft.com/fwlink/?LinkID=391919
+-->
+<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
+  <Library Name="Aether.Shaders.FXAA">
+
+  	<!-- add directives for your library here -->
+
+  </Library>
+</Directives>

BIN
bin/Release/W8_1/Aether.Shaders.FXAA.dll


BIN
bin/Release/W8_1/Aether.Shaders.FXAA.pri


BIN
bin/Release/Windows.XNA/Aether.Shaders.FXAA.dll


BIN
bin/Release/Windows/Aether.Shaders.FXAA.dll


+ 1 - 0
packages/repositories.config

@@ -6,4 +6,5 @@
   <repository path="..\Content.Pipeline\GraphicsImporters\packages.config" />
   <repository path="..\Content.Pipeline\GraphicsImporters\packages.config" />
   <repository path="..\Content.Pipeline\RawModelProcessor\packages.config" />
   <repository path="..\Content.Pipeline\RawModelProcessor\packages.config" />
   <repository path="..\Graphics\packages.config" />
   <repository path="..\Graphics\packages.config" />
+  <repository path="..\Shaders\FXAA\packages.config" />
 </repositories>
 </repositories>