ソースを参照

FXAAShader spaces to tabs

Garrett Johnson 5 年 前
コミット
a6b507241d
1 ファイル変更1080 行追加1080 行削除
  1. 1080 1080
      examples/js/shaders/FXAAShader.js

+ 1080 - 1080
examples/js/shaders/FXAAShader.js

@@ -31,1085 +31,1085 @@ THREE.FXAAShader = {
 	].join( "\n" ),
 
 	fragmentShader: [
-        "precision highp float;",
-        "",
-        "uniform sampler2D tDiffuse;",
-        "",
-        "uniform vec2 resolution;",
-        "",
-        "varying vec2 vUv;",
-        "",
-        "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro ([email protected])",
-        "",
-        "//----------------------------------------------------------------------------------",
-        "// File:        es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag",
-        "// SDK Version: v3.00",
-        "// Email:       [email protected]",
-        "// Site:        http://developer.nvidia.com/",
-        "//",
-        "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
-        "//",
-        "// Redistribution and use in source and binary forms, with or without",
-        "// modification, are permitted provided that the following conditions",
-        "// are met:",
-        "//  * Redistributions of source code must retain the above copyright",
-        "//    notice, this list of conditions and the following disclaimer.",
-        "//  * Redistributions in binary form must reproduce the above copyright",
-        "//    notice, this list of conditions and the following disclaimer in the",
-        "//    documentation and/or other materials provided with the distribution.",
-        "//  * Neither the name of NVIDIA CORPORATION nor the names of its",
-        "//    contributors may be used to endorse or promote products derived",
-        "//    from this software without specific prior written permission.",
-        "//",
-        "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY",
-        "// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE",
-        "// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR",
-        "// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR",
-        "// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,",
-        "// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,",
-        "// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR",
-        "// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY",
-        "// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT",
-        "// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE",
-        "// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.",
-        "//",
-        "//----------------------------------------------------------------------------------",
-        "",
-        "#define FXAA_PC 1",
-        "#define FXAA_GLSL_100 1",
-        "#define FXAA_QUALITY_PRESET 12",
-        "",
-        "#define FXAA_GREEN_AS_LUMA 1",
-        "",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_PC_CONSOLE",
-        "    //",
-        "    // The console algorithm for PC is included",
-        "    // for developers targeting really low spec machines.",
-        "    // Likely better to just run FXAA_PC, and use a really low preset.",
-        "    //",
-        "    #define FXAA_PC_CONSOLE 0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_GLSL_120",
-        "    #define FXAA_GLSL_120 0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_GLSL_130",
-        "    #define FXAA_GLSL_130 0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_HLSL_3",
-        "    #define FXAA_HLSL_3 0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_HLSL_4",
-        "    #define FXAA_HLSL_4 0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_HLSL_5",
-        "    #define FXAA_HLSL_5 0",
-        "#endif",
-        "/*==========================================================================*/",
-        "#ifndef FXAA_GREEN_AS_LUMA",
-        "    //",
-        "    // For those using non-linear color,",
-        "    // and either not able to get luma in alpha, or not wanting to,",
-        "    // this enables FXAA to run using green as a proxy for luma.",
-        "    // So with this enabled, no need to pack luma in alpha.",
-        "    //",
-        "    // This will turn off AA on anything which lacks some amount of green.",
-        "    // Pure red and blue or combination of only R and B, will get no AA.",
-        "    //",
-        "    // Might want to lower the settings for both,",
-        "    //    fxaaConsoleEdgeThresholdMin",
-        "    //    fxaaQualityEdgeThresholdMin",
-        "    // In order to insure AA does not get turned off on colors",
-        "    // which contain a minor amount of green.",
-        "    //",
-        "    // 1 = On.",
-        "    // 0 = Off.",
-        "    //",
-        "    #define FXAA_GREEN_AS_LUMA 0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_EARLY_EXIT",
-        "    //",
-        "    // Controls algorithm's early exit path.",
-        "    // On PS3 turning this ON adds 2 cycles to the shader.",
-        "    // On 360 turning this OFF adds 10ths of a millisecond to the shader.",
-        "    // Turning this off on console will result in a more blurry image.",
-        "    // So this defaults to on.",
-        "    //",
-        "    // 1 = On.",
-        "    // 0 = Off.",
-        "    //",
-        "    #define FXAA_EARLY_EXIT 1",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_DISCARD",
-        "    //",
-        "    // Only valid for PC OpenGL currently.",
-        "    // Probably will not work when FXAA_GREEN_AS_LUMA = 1.",
-        "    //",
-        "    // 1 = Use discard on pixels which don't need AA.",
-        "    //     For APIs which enable concurrent TEX+ROP from same surface.",
-        "    // 0 = Return unchanged color on pixels which don't need AA.",
-        "    //",
-        "    #define FXAA_DISCARD 0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_FAST_PIXEL_OFFSET",
-        "    //",
-        "    // Used for GLSL 120 only.",
-        "    //",
-        "    // 1 = GL API supports fast pixel offsets",
-        "    // 0 = do not use fast pixel offsets",
-        "    //",
-        "    #ifdef GL_EXT_gpu_shader4",
-        "        #define FXAA_FAST_PIXEL_OFFSET 1",
-        "    #endif",
-        "    #ifdef GL_NV_gpu_shader5",
-        "        #define FXAA_FAST_PIXEL_OFFSET 1",
-        "    #endif",
-        "    #ifdef GL_ARB_gpu_shader5",
-        "        #define FXAA_FAST_PIXEL_OFFSET 1",
-        "    #endif",
-        "    #ifndef FXAA_FAST_PIXEL_OFFSET",
-        "        #define FXAA_FAST_PIXEL_OFFSET 0",
-        "    #endif",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#ifndef FXAA_GATHER4_ALPHA",
-        "    //",
-        "    // 1 = API supports gather4 on alpha channel.",
-        "    // 0 = API does not support gather4 on alpha channel.",
-        "    //",
-        "    #if (FXAA_HLSL_5 == 1)",
-        "        #define FXAA_GATHER4_ALPHA 1",
-        "    #endif",
-        "    #ifdef GL_ARB_gpu_shader5",
-        "        #define FXAA_GATHER4_ALPHA 1",
-        "    #endif",
-        "    #ifdef GL_NV_gpu_shader5",
-        "        #define FXAA_GATHER4_ALPHA 1",
-        "    #endif",
-        "    #ifndef FXAA_GATHER4_ALPHA",
-        "        #define FXAA_GATHER4_ALPHA 0",
-        "    #endif",
-        "#endif",
-        "",
-        "",
-        "/*============================================================================",
-        "                        FXAA QUALITY - TUNING KNOBS",
-        "------------------------------------------------------------------------------",
-        "NOTE the other tuning knobs are now in the shader function inputs!",
-        "============================================================================*/",
-        "#ifndef FXAA_QUALITY_PRESET",
-        "    //",
-        "    // Choose the quality preset.",
-        "    // This needs to be compiled into the shader as it effects code.",
-        "    // Best option to include multiple presets is to",
-        "    // in each shader define the preset, then include this file.",
-        "    //",
-        "    // OPTIONS",
-        "    // -----------------------------------------------------------------------",
-        "    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)",
-        "    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)",
-        "    // 39       - no dither, very expensive",
-        "    //",
-        "    // NOTES",
-        "    // -----------------------------------------------------------------------",
-        "    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)",
-        "    // 13 = about same speed as FXAA 3.9 and better than 12",
-        "    // 23 = closest to FXAA 3.9 visually and performance wise",
-        "    //  _ = the lowest digit is directly related to performance",
-        "    // _  = the highest digit is directly related to style",
-        "    //",
-        "    #define FXAA_QUALITY_PRESET 12",
-        "#endif",
-        "",
-        "",
-        "/*============================================================================",
-        "",
-        "                           FXAA QUALITY - PRESETS",
-        "",
-        "============================================================================*/",
-        "",
-        "/*============================================================================",
-        "                     FXAA QUALITY - MEDIUM DITHER PRESETS",
-        "============================================================================*/",
-        "#if (FXAA_QUALITY_PRESET == 10)",
-        "    #define FXAA_QUALITY_PS 3",
-        "    #define FXAA_QUALITY_P0 1.5",
-        "    #define FXAA_QUALITY_P1 3.0",
-        "    #define FXAA_QUALITY_P2 12.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 11)",
-        "    #define FXAA_QUALITY_PS 4",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 3.0",
-        "    #define FXAA_QUALITY_P3 12.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 12)",
-        "    #define FXAA_QUALITY_PS 5",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 4.0",
-        "    #define FXAA_QUALITY_P4 12.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 13)",
-        "    #define FXAA_QUALITY_PS 6",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 4.0",
-        "    #define FXAA_QUALITY_P5 12.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 14)",
-        "    #define FXAA_QUALITY_PS 7",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 4.0",
-        "    #define FXAA_QUALITY_P6 12.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 15)",
-        "    #define FXAA_QUALITY_PS 8",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 2.0",
-        "    #define FXAA_QUALITY_P6 4.0",
-        "    #define FXAA_QUALITY_P7 12.0",
-        "#endif",
-        "",
-        "/*============================================================================",
-        "                     FXAA QUALITY - LOW DITHER PRESETS",
-        "============================================================================*/",
-        "#if (FXAA_QUALITY_PRESET == 20)",
-        "    #define FXAA_QUALITY_PS 3",
-        "    #define FXAA_QUALITY_P0 1.5",
-        "    #define FXAA_QUALITY_P1 2.0",
-        "    #define FXAA_QUALITY_P2 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 21)",
-        "    #define FXAA_QUALITY_PS 4",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 22)",
-        "    #define FXAA_QUALITY_PS 5",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 23)",
-        "    #define FXAA_QUALITY_PS 6",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 24)",
-        "    #define FXAA_QUALITY_PS 7",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 3.0",
-        "    #define FXAA_QUALITY_P6 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 25)",
-        "    #define FXAA_QUALITY_PS 8",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 2.0",
-        "    #define FXAA_QUALITY_P6 4.0",
-        "    #define FXAA_QUALITY_P7 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 26)",
-        "    #define FXAA_QUALITY_PS 9",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 2.0",
-        "    #define FXAA_QUALITY_P6 2.0",
-        "    #define FXAA_QUALITY_P7 4.0",
-        "    #define FXAA_QUALITY_P8 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 27)",
-        "    #define FXAA_QUALITY_PS 10",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 2.0",
-        "    #define FXAA_QUALITY_P6 2.0",
-        "    #define FXAA_QUALITY_P7 2.0",
-        "    #define FXAA_QUALITY_P8 4.0",
-        "    #define FXAA_QUALITY_P9 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 28)",
-        "    #define FXAA_QUALITY_PS 11",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 2.0",
-        "    #define FXAA_QUALITY_P6 2.0",
-        "    #define FXAA_QUALITY_P7 2.0",
-        "    #define FXAA_QUALITY_P8 2.0",
-        "    #define FXAA_QUALITY_P9 4.0",
-        "    #define FXAA_QUALITY_P10 8.0",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_QUALITY_PRESET == 29)",
-        "    #define FXAA_QUALITY_PS 12",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.5",
-        "    #define FXAA_QUALITY_P2 2.0",
-        "    #define FXAA_QUALITY_P3 2.0",
-        "    #define FXAA_QUALITY_P4 2.0",
-        "    #define FXAA_QUALITY_P5 2.0",
-        "    #define FXAA_QUALITY_P6 2.0",
-        "    #define FXAA_QUALITY_P7 2.0",
-        "    #define FXAA_QUALITY_P8 2.0",
-        "    #define FXAA_QUALITY_P9 2.0",
-        "    #define FXAA_QUALITY_P10 4.0",
-        "    #define FXAA_QUALITY_P11 8.0",
-        "#endif",
-        "",
-        "/*============================================================================",
-        "                     FXAA QUALITY - EXTREME QUALITY",
-        "============================================================================*/",
-        "#if (FXAA_QUALITY_PRESET == 39)",
-        "    #define FXAA_QUALITY_PS 12",
-        "    #define FXAA_QUALITY_P0 1.0",
-        "    #define FXAA_QUALITY_P1 1.0",
-        "    #define FXAA_QUALITY_P2 1.0",
-        "    #define FXAA_QUALITY_P3 1.0",
-        "    #define FXAA_QUALITY_P4 1.0",
-        "    #define FXAA_QUALITY_P5 1.5",
-        "    #define FXAA_QUALITY_P6 2.0",
-        "    #define FXAA_QUALITY_P7 2.0",
-        "    #define FXAA_QUALITY_P8 2.0",
-        "    #define FXAA_QUALITY_P9 2.0",
-        "    #define FXAA_QUALITY_P10 4.0",
-        "    #define FXAA_QUALITY_P11 8.0",
-        "#endif",
-        "",
-        "",
-        "",
-        "/*============================================================================",
-        "",
-        "                                API PORTING",
-        "",
-        "============================================================================*/",
-        "#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)",
-        "    #define FxaaBool bool",
-        "    #define FxaaDiscard discard",
-        "    #define FxaaFloat float",
-        "    #define FxaaFloat2 vec2",
-        "    #define FxaaFloat3 vec3",
-        "    #define FxaaFloat4 vec4",
-        "    #define FxaaHalf float",
-        "    #define FxaaHalf2 vec2",
-        "    #define FxaaHalf3 vec3",
-        "    #define FxaaHalf4 vec4",
-        "    #define FxaaInt2 ivec2",
-        "    #define FxaaSat(x) clamp(x, 0.0, 1.0)",
-        "    #define FxaaTex sampler2D",
-        "#else",
-        "    #define FxaaBool bool",
-        "    #define FxaaDiscard clip(-1)",
-        "    #define FxaaFloat float",
-        "    #define FxaaFloat2 float2",
-        "    #define FxaaFloat3 float3",
-        "    #define FxaaFloat4 float4",
-        "    #define FxaaHalf half",
-        "    #define FxaaHalf2 half2",
-        "    #define FxaaHalf3 half3",
-        "    #define FxaaHalf4 half4",
-        "    #define FxaaSat(x) saturate(x)",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_GLSL_100 == 1)",
-        "  #define FxaaTexTop(t, p) texture2D(t, p, 0.0)",
-        "  #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_GLSL_120 == 1)",
-        "    // Requires,",
-        "    //  #version 120",
-        "    // And at least,",
-        "    //  #extension GL_EXT_gpu_shader4 : enable",
-        "    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)",
-        "    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)",
-        "    #if (FXAA_FAST_PIXEL_OFFSET == 1)",
-        "        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)",
-        "    #else",
-        "        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)",
-        "    #endif",
-        "    #if (FXAA_GATHER4_ALPHA == 1)",
-        "        // use #extension GL_ARB_gpu_shader5 : enable",
-        "        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
-        "        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
-        "        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
-        "        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
-        "    #endif",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_GLSL_130 == 1)",
-        "    // Requires \"#version 130\" or better",
-        "    #define FxaaTexTop(t, p) textureLod(t, p, 0.0)",
-        "    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)",
-        "    #if (FXAA_GATHER4_ALPHA == 1)",
-        "        // use #extension GL_ARB_gpu_shader5 : enable",
-        "        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
-        "        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
-        "        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
-        "        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
-        "    #endif",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_HLSL_3 == 1)",
-        "    #define FxaaInt2 float2",
-        "    #define FxaaTex sampler2D",
-        "    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))",
-        "    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_HLSL_4 == 1)",
-        "    #define FxaaInt2 int2",
-        "    struct FxaaTex { SamplerState smpl; Texture2D tex; };",
-        "    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
-        "    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
-        "#endif",
-        "/*--------------------------------------------------------------------------*/",
-        "#if (FXAA_HLSL_5 == 1)",
-        "    #define FxaaInt2 int2",
-        "    struct FxaaTex { SamplerState smpl; Texture2D tex; };",
-        "    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
-        "    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
-        "    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)",
-        "    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)",
-        "    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)",
-        "    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)",
-        "#endif",
-        "",
-        "",
-        "/*============================================================================",
-        "                   GREEN AS LUMA OPTION SUPPORT FUNCTION",
-        "============================================================================*/",
-        "#if (FXAA_GREEN_AS_LUMA == 0)",
-        "    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }",
-        "#else",
-        "    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }",
-        "#endif",
-        "",
-        "",
-        "",
-        "",
-        "/*============================================================================",
-        "",
-        "                             FXAA3 QUALITY - PC",
-        "",
-        "============================================================================*/",
-        "#if (FXAA_PC == 1)",
-        "/*--------------------------------------------------------------------------*/",
-        "FxaaFloat4 FxaaPixelShader(",
-        "    //",
-        "    // Use noperspective interpolation here (turn off perspective interpolation).",
-        "    // {xy} = center of pixel",
-        "    FxaaFloat2 pos,",
-        "    //",
-        "    // Used only for FXAA Console, and not used on the 360 version.",
-        "    // Use noperspective interpolation here (turn off perspective interpolation).",
-        "    // {xy_} = upper left of pixel",
-        "    // {_zw} = lower right of pixel",
-        "    FxaaFloat4 fxaaConsolePosPos,",
-        "    //",
-        "    // Input color texture.",
-        "    // {rgb_} = color in linear or perceptual color space",
-        "    // if (FXAA_GREEN_AS_LUMA == 0)",
-        "    //     {__a} = luma in perceptual color space (not linear)",
-        "    FxaaTex tex,",
-        "    //",
-        "    // Only used on the optimized 360 version of FXAA Console.",
-        "    // For everything but 360, just use the same input here as for \"tex\".",
-        "    // For 360, same texture, just alias with a 2nd sampler.",
-        "    // This sampler needs to have an exponent bias of -1.",
-        "    FxaaTex fxaaConsole360TexExpBiasNegOne,",
-        "    //",
-        "    // Only used on the optimized 360 version of FXAA Console.",
-        "    // For everything but 360, just use the same input here as for \"tex\".",
-        "    // For 360, same texture, just alias with a 3nd sampler.",
-        "    // This sampler needs to have an exponent bias of -2.",
-        "    FxaaTex fxaaConsole360TexExpBiasNegTwo,",
-        "    //",
-        "    // Only used on FXAA Quality.",
-        "    // This must be from a constant/uniform.",
-        "    // {x_} = 1.0/screenWidthInPixels",
-        "    // {_y} = 1.0/screenHeightInPixels",
-        "    FxaaFloat2 fxaaQualityRcpFrame,",
-        "    //",
-        "    // Only used on FXAA Console.",
-        "    // This must be from a constant/uniform.",
-        "    // This effects sub-pixel AA quality and inversely sharpness.",
-        "    //   Where N ranges between,",
-        "    //     N = 0.50 (default)",
-        "    //     N = 0.33 (sharper)",
-        "    // {x__} = -N/screenWidthInPixels",
-        "    // {_y_} = -N/screenHeightInPixels",
-        "    // {_z_} =  N/screenWidthInPixels",
-        "    // {__w} =  N/screenHeightInPixels",
-        "    FxaaFloat4 fxaaConsoleRcpFrameOpt,",
-        "    //",
-        "    // Only used on FXAA Console.",
-        "    // Not used on 360, but used on PS3 and PC.",
-        "    // This must be from a constant/uniform.",
-        "    // {x__} = -2.0/screenWidthInPixels",
-        "    // {_y_} = -2.0/screenHeightInPixels",
-        "    // {_z_} =  2.0/screenWidthInPixels",
-        "    // {__w} =  2.0/screenHeightInPixels",
-        "    FxaaFloat4 fxaaConsoleRcpFrameOpt2,",
-        "    //",
-        "    // Only used on FXAA Console.",
-        "    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.",
-        "    // This must be from a constant/uniform.",
-        "    // {x__} =  8.0/screenWidthInPixels",
-        "    // {_y_} =  8.0/screenHeightInPixels",
-        "    // {_z_} = -4.0/screenWidthInPixels",
-        "    // {__w} = -4.0/screenHeightInPixels",
-        "    FxaaFloat4 fxaaConsole360RcpFrameOpt2,",
-        "    //",
-        "    // Only used on FXAA Quality.",
-        "    // This used to be the FXAA_QUALITY_SUBPIX define.",
-        "    // It is here now to allow easier tuning.",
-        "    // Choose the amount of sub-pixel aliasing removal.",
-        "    // This can effect sharpness.",
-        "    //   1.00 - upper limit (softer)",
-        "    //   0.75 - default amount of filtering",
-        "    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)",
-        "    //   0.25 - almost off",
-        "    //   0.00 - completely off",
-        "    FxaaFloat fxaaQualitySubpix,",
-        "    //",
-        "    // Only used on FXAA Quality.",
-        "    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.",
-        "    // It is here now to allow easier tuning.",
-        "    // The minimum amount of local contrast required to apply algorithm.",
-        "    //   0.333 - too little (faster)",
-        "    //   0.250 - low quality",
-        "    //   0.166 - default",
-        "    //   0.125 - high quality",
-        "    //   0.063 - overkill (slower)",
-        "    FxaaFloat fxaaQualityEdgeThreshold,",
-        "    //",
-        "    // Only used on FXAA Quality.",
-        "    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.",
-        "    // It is here now to allow easier tuning.",
-        "    // Trims the algorithm from processing darks.",
-        "    //   0.0833 - upper limit (default, the start of visible unfiltered edges)",
-        "    //   0.0625 - high quality (faster)",
-        "    //   0.0312 - visible limit (slower)",
-        "    // Special notes when using FXAA_GREEN_AS_LUMA,",
-        "    //   Likely want to set this to zero.",
-        "    //   As colors that are mostly not-green",
-        "    //   will appear very dark in the green channel!",
-        "    //   Tune by looking at mostly non-green content,",
-        "    //   then start at zero and increase until aliasing is a problem.",
-        "    FxaaFloat fxaaQualityEdgeThresholdMin,",
-        "    //",
-        "    // Only used on FXAA Console.",
-        "    // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.",
-        "    // It is here now to allow easier tuning.",
-        "    // This does not effect PS3, as this needs to be compiled in.",
-        "    //   Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.",
-        "    //   Due to the PS3 being ALU bound,",
-        "    //   there are only three safe values here: 2 and 4 and 8.",
-        "    //   These options use the shaders ability to a free *|/ by 2|4|8.",
-        "    // For all other platforms can be a non-power of two.",
-        "    //   8.0 is sharper (default!!!)",
-        "    //   4.0 is softer",
-        "    //   2.0 is really soft (good only for vector graphics inputs)",
-        "    FxaaFloat fxaaConsoleEdgeSharpness,",
-        "    //",
-        "    // Only used on FXAA Console.",
-        "    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.",
-        "    // It is here now to allow easier tuning.",
-        "    // This does not effect PS3, as this needs to be compiled in.",
-        "    //   Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.",
-        "    //   Due to the PS3 being ALU bound,",
-        "    //   there are only two safe values here: 1/4 and 1/8.",
-        "    //   These options use the shaders ability to a free *|/ by 2|4|8.",
-        "    // The console setting has a different mapping than the quality setting.",
-        "    // Other platforms can use other values.",
-        "    //   0.125 leaves less aliasing, but is softer (default!!!)",
-        "    //   0.25 leaves more aliasing, and is sharper",
-        "    FxaaFloat fxaaConsoleEdgeThreshold,",
-        "    //",
-        "    // Only used on FXAA Console.",
-        "    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.",
-        "    // It is here now to allow easier tuning.",
-        "    // Trims the algorithm from processing darks.",
-        "    // The console setting has a different mapping than the quality setting.",
-        "    // This only applies when FXAA_EARLY_EXIT is 1.",
-        "    // This does not apply to PS3,",
-        "    // PS3 was simplified to avoid more shader instructions.",
-        "    //   0.06 - faster but more aliasing in darks",
-        "    //   0.05 - default",
-        "    //   0.04 - slower and less aliasing in darks",
-        "    // Special notes when using FXAA_GREEN_AS_LUMA,",
-        "    //   Likely want to set this to zero.",
-        "    //   As colors that are mostly not-green",
-        "    //   will appear very dark in the green channel!",
-        "    //   Tune by looking at mostly non-green content,",
-        "    //   then start at zero and increase until aliasing is a problem.",
-        "    FxaaFloat fxaaConsoleEdgeThresholdMin,",
-        "    //",
-        "    // Extra constants for 360 FXAA Console only.",
-        "    // Use zeros or anything else for other platforms.",
-        "    // These must be in physical constant registers and NOT immediates.",
-        "    // Immediates will result in compiler un-optimizing.",
-        "    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)",
-        "    FxaaFloat4 fxaaConsole360ConstDir",
-        ") {",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat2 posM;",
-        "    posM.x = pos.x;",
-        "    posM.y = pos.y;",
-        "    #if (FXAA_GATHER4_ALPHA == 1)",
-        "        #if (FXAA_DISCARD == 0)",
-        "            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
-        "            #if (FXAA_GREEN_AS_LUMA == 0)",
-        "                #define lumaM rgbyM.w",
-        "            #else",
-        "                #define lumaM rgbyM.y",
-        "            #endif",
-        "        #endif",
-        "        #if (FXAA_GREEN_AS_LUMA == 0)",
-        "            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);",
-        "            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));",
-        "        #else",
-        "            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);",
-        "            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));",
-        "        #endif",
-        "        #if (FXAA_DISCARD == 1)",
-        "            #define lumaM luma4A.w",
-        "        #endif",
-        "        #define lumaE luma4A.z",
-        "        #define lumaS luma4A.x",
-        "        #define lumaSE luma4A.y",
-        "        #define lumaNW luma4B.w",
-        "        #define lumaN luma4B.z",
-        "        #define lumaW luma4B.x",
-        "    #else",
-        "        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
-        "        #if (FXAA_GREEN_AS_LUMA == 0)",
-        "            #define lumaM rgbyM.w",
-        "        #else",
-        "            #define lumaM rgbyM.y",
-        "        #endif",
-        "        #if (FXAA_GLSL_100 == 1)",
-        "          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));",
-        "        #else",
-        "          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));",
-        "        #endif",
-        "    #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat maxSM = max(lumaS, lumaM);",
-        "    FxaaFloat minSM = min(lumaS, lumaM);",
-        "    FxaaFloat maxESM = max(lumaE, maxSM);",
-        "    FxaaFloat minESM = min(lumaE, minSM);",
-        "    FxaaFloat maxWN = max(lumaN, lumaW);",
-        "    FxaaFloat minWN = min(lumaN, lumaW);",
-        "    FxaaFloat rangeMax = max(maxWN, maxESM);",
-        "    FxaaFloat rangeMin = min(minWN, minESM);",
-        "    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;",
-        "    FxaaFloat range = rangeMax - rangeMin;",
-        "    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);",
-        "    FxaaBool earlyExit = range < rangeMaxClamped;",
-        "/*--------------------------------------------------------------------------*/",
-        "    if(earlyExit)",
-        "        #if (FXAA_DISCARD == 1)",
-        "            FxaaDiscard;",
-        "        #else",
-        "            return rgbyM;",
-        "        #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "    #if (FXAA_GATHER4_ALPHA == 0)",
-        "        #if (FXAA_GLSL_100 == 1)",
-        "          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));",
-        "        #else",
-        "          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));",
-        "          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
-        "        #endif",
-        "    #else",
-        "        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));",
-        "        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
-        "    #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat lumaNS = lumaN + lumaS;",
-        "    FxaaFloat lumaWE = lumaW + lumaE;",
-        "    FxaaFloat subpixRcpRange = 1.0/range;",
-        "    FxaaFloat subpixNSWE = lumaNS + lumaWE;",
-        "    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;",
-        "    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat lumaNESE = lumaNE + lumaSE;",
-        "    FxaaFloat lumaNWNE = lumaNW + lumaNE;",
-        "    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;",
-        "    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat lumaNWSW = lumaNW + lumaSW;",
-        "    FxaaFloat lumaSWSE = lumaSW + lumaSE;",
-        "    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);",
-        "    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);",
-        "    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;",
-        "    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;",
-        "    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;",
-        "    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;",
-        "    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;",
-        "    FxaaBool horzSpan = edgeHorz >= edgeVert;",
-        "    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;",
-        "/*--------------------------------------------------------------------------*/",
-        "    if(!horzSpan) lumaN = lumaW;",
-        "    if(!horzSpan) lumaS = lumaE;",
-        "    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;",
-        "    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat gradientN = lumaN - lumaM;",
-        "    FxaaFloat gradientS = lumaS - lumaM;",
-        "    FxaaFloat lumaNN = lumaN + lumaM;",
-        "    FxaaFloat lumaSS = lumaS + lumaM;",
-        "    FxaaBool pairN = abs(gradientN) >= abs(gradientS);",
-        "    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));",
-        "    if(pairN) lengthSign = -lengthSign;",
-        "    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat2 posB;",
-        "    posB.x = posM.x;",
-        "    posB.y = posM.y;",
-        "    FxaaFloat2 offNP;",
-        "    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;",
-        "    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;",
-        "    if(!horzSpan) posB.x += lengthSign * 0.5;",
-        "    if( horzSpan) posB.y += lengthSign * 0.5;",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat2 posN;",
-        "    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;",
-        "    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;",
-        "    FxaaFloat2 posP;",
-        "    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;",
-        "    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;",
-        "    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;",
-        "    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));",
-        "    FxaaFloat subpixE = subpixC * subpixC;",
-        "    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));",
-        "/*--------------------------------------------------------------------------*/",
-        "    if(!pairN) lumaNN = lumaSS;",
-        "    FxaaFloat gradientScaled = gradient * 1.0/4.0;",
-        "    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;",
-        "    FxaaFloat subpixF = subpixD * subpixE;",
-        "    FxaaBool lumaMLTZero = lumaMM < 0.0;",
-        "/*--------------------------------------------------------------------------*/",
-        "    lumaEndN -= lumaNN * 0.5;",
-        "    lumaEndP -= lumaNN * 0.5;",
-        "    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;",
-        "    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;",
-        "    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;",
-        "    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;",
-        "    FxaaBool doneNP = (!doneN) || (!doneP);",
-        "    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;",
-        "    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;",
-        "/*--------------------------------------------------------------------------*/",
-        "    if(doneNP) {",
-        "        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "        doneN = abs(lumaEndN) >= gradientScaled;",
-        "        doneP = abs(lumaEndP) >= gradientScaled;",
-        "        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;",
-        "        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;",
-        "        doneNP = (!doneN) || (!doneP);",
-        "        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;",
-        "        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;",
-        "/*--------------------------------------------------------------------------*/",
-        "        #if (FXAA_QUALITY_PS > 3)",
-        "        if(doneNP) {",
-        "            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "            doneN = abs(lumaEndN) >= gradientScaled;",
-        "            doneP = abs(lumaEndP) >= gradientScaled;",
-        "            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;",
-        "            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;",
-        "            doneNP = (!doneN) || (!doneP);",
-        "            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;",
-        "            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;",
-        "/*--------------------------------------------------------------------------*/",
-        "            #if (FXAA_QUALITY_PS > 4)",
-        "            if(doneNP) {",
-        "                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "                doneN = abs(lumaEndN) >= gradientScaled;",
-        "                doneP = abs(lumaEndP) >= gradientScaled;",
-        "                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;",
-        "                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;",
-        "                doneNP = (!doneN) || (!doneP);",
-        "                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;",
-        "                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;",
-        "/*--------------------------------------------------------------------------*/",
-        "                #if (FXAA_QUALITY_PS > 5)",
-        "                if(doneNP) {",
-        "                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "                    doneN = abs(lumaEndN) >= gradientScaled;",
-        "                    doneP = abs(lumaEndP) >= gradientScaled;",
-        "                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;",
-        "                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;",
-        "                    doneNP = (!doneN) || (!doneP);",
-        "                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;",
-        "                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;",
-        "/*--------------------------------------------------------------------------*/",
-        "                    #if (FXAA_QUALITY_PS > 6)",
-        "                    if(doneNP) {",
-        "                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "                        doneN = abs(lumaEndN) >= gradientScaled;",
-        "                        doneP = abs(lumaEndP) >= gradientScaled;",
-        "                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;",
-        "                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;",
-        "                        doneNP = (!doneN) || (!doneP);",
-        "                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;",
-        "                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;",
-        "/*--------------------------------------------------------------------------*/",
-        "                        #if (FXAA_QUALITY_PS > 7)",
-        "                        if(doneNP) {",
-        "                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "                            doneN = abs(lumaEndN) >= gradientScaled;",
-        "                            doneP = abs(lumaEndP) >= gradientScaled;",
-        "                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;",
-        "                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;",
-        "                            doneNP = (!doneN) || (!doneP);",
-        "                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;",
-        "                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;",
-        "/*--------------------------------------------------------------------------*/",
-        "    #if (FXAA_QUALITY_PS > 8)",
-        "    if(doneNP) {",
-        "        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "        doneN = abs(lumaEndN) >= gradientScaled;",
-        "        doneP = abs(lumaEndP) >= gradientScaled;",
-        "        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;",
-        "        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;",
-        "        doneNP = (!doneN) || (!doneP);",
-        "        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;",
-        "        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;",
-        "/*--------------------------------------------------------------------------*/",
-        "        #if (FXAA_QUALITY_PS > 9)",
-        "        if(doneNP) {",
-        "            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "            doneN = abs(lumaEndN) >= gradientScaled;",
-        "            doneP = abs(lumaEndP) >= gradientScaled;",
-        "            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;",
-        "            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;",
-        "            doneNP = (!doneN) || (!doneP);",
-        "            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;",
-        "            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;",
-        "/*--------------------------------------------------------------------------*/",
-        "            #if (FXAA_QUALITY_PS > 10)",
-        "            if(doneNP) {",
-        "                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "                doneN = abs(lumaEndN) >= gradientScaled;",
-        "                doneP = abs(lumaEndP) >= gradientScaled;",
-        "                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;",
-        "                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;",
-        "                doneNP = (!doneN) || (!doneP);",
-        "                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;",
-        "                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;",
-        "/*--------------------------------------------------------------------------*/",
-        "                #if (FXAA_QUALITY_PS > 11)",
-        "                if(doneNP) {",
-        "                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "                    doneN = abs(lumaEndN) >= gradientScaled;",
-        "                    doneP = abs(lumaEndP) >= gradientScaled;",
-        "                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;",
-        "                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;",
-        "                    doneNP = (!doneN) || (!doneP);",
-        "                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;",
-        "                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;",
-        "/*--------------------------------------------------------------------------*/",
-        "                    #if (FXAA_QUALITY_PS > 12)",
-        "                    if(doneNP) {",
-        "                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
-        "                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
-        "                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
-        "                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
-        "                        doneN = abs(lumaEndN) >= gradientScaled;",
-        "                        doneP = abs(lumaEndP) >= gradientScaled;",
-        "                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;",
-        "                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;",
-        "                        doneNP = (!doneN) || (!doneP);",
-        "                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;",
-        "                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;",
-        "/*--------------------------------------------------------------------------*/",
-        "                    }",
-        "                    #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "                }",
-        "                #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "            }",
-        "            #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "        }",
-        "        #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "    }",
-        "    #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "                        }",
-        "                        #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "                    }",
-        "                    #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "                }",
-        "                #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "            }",
-        "            #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "        }",
-        "        #endif",
-        "/*--------------------------------------------------------------------------*/",
-        "    }",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat dstN = posM.x - posN.x;",
-        "    FxaaFloat dstP = posP.x - posM.x;",
-        "    if(!horzSpan) dstN = posM.y - posN.y;",
-        "    if(!horzSpan) dstP = posP.y - posM.y;",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;",
-        "    FxaaFloat spanLength = (dstP + dstN);",
-        "    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;",
-        "    FxaaFloat spanLengthRcp = 1.0/spanLength;",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaBool directionN = dstN < dstP;",
-        "    FxaaFloat dst = min(dstN, dstP);",
-        "    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;",
-        "    FxaaFloat subpixG = subpixF * subpixF;",
-        "    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;",
-        "    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;",
-        "/*--------------------------------------------------------------------------*/",
-        "    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;",
-        "    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);",
-        "    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;",
-        "    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;",
-        "    #if (FXAA_DISCARD == 1)",
-        "        return FxaaTexTop(tex, posM);",
-        "    #else",
-        "        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);",
-        "    #endif",
-        "}",
-        "/*==========================================================================*/",
-        "#endif",
-        "",
-        "void main() {",
-        "  gl_FragColor = FxaaPixelShader(",
-        "    vUv,",
-        "    vec4(0.0),",
-        "    tDiffuse,",
-        "    tDiffuse,",
-        "    tDiffuse,",
-        "    resolution,",
-        "    vec4(0.0),",
-        "    vec4(0.0),",
-        "    vec4(0.0),",
-        "    0.75,",
-        "    0.166,",
-        "    0.0833,",
-        "    0.0,",
-        "    0.0,",
-        "    0.0,",
-        "    vec4(0.0)",
-        "  );",
-        "",
-        "  // TODO avoid querying texture twice for same texel",
-        "  gl_FragColor.a = texture2D(tDiffuse, vUv).a;",
-        "}"
-	].join("\n")
+		"precision highp float;",
+		"",
+		"uniform sampler2D tDiffuse;",
+		"",
+		"uniform vec2 resolution;",
+		"",
+		"varying vec2 vUv;",
+		"",
+		"// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro ([email protected])",
+		"",
+		"//----------------------------------------------------------------------------------",
+		"// File:        es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag",
+		"// SDK Version: v3.00",
+		"// Email:       [email protected]",
+		"// Site:        http://developer.nvidia.com/",
+		"//",
+		"// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.",
+		"//",
+		"// Redistribution and use in source and binary forms, with or without",
+		"// modification, are permitted provided that the following conditions",
+		"// are met:",
+		"//  * Redistributions of source code must retain the above copyright",
+		"//    notice, this list of conditions and the following disclaimer.",
+		"//  * Redistributions in binary form must reproduce the above copyright",
+		"//    notice, this list of conditions and the following disclaimer in the",
+		"//    documentation and/or other materials provided with the distribution.",
+		"//  * Neither the name of NVIDIA CORPORATION nor the names of its",
+		"//    contributors may be used to endorse or promote products derived",
+		"//    from this software without specific prior written permission.",
+		"//",
+		"// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY",
+		"// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE",
+		"// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR",
+		"// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR",
+		"// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,",
+		"// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,",
+		"// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR",
+		"// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY",
+		"// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT",
+		"// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE",
+		"// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.",
+		"//",
+		"//----------------------------------------------------------------------------------",
+		"",
+		"#define FXAA_PC 1",
+		"#define FXAA_GLSL_100 1",
+		"#define FXAA_QUALITY_PRESET 12",
+		"",
+		"#define FXAA_GREEN_AS_LUMA 1",
+		"",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_PC_CONSOLE",
+		"    //",
+		"    // The console algorithm for PC is included",
+		"    // for developers targeting really low spec machines.",
+		"    // Likely better to just run FXAA_PC, and use a really low preset.",
+		"    //",
+		"    #define FXAA_PC_CONSOLE 0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_GLSL_120",
+		"    #define FXAA_GLSL_120 0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_GLSL_130",
+		"    #define FXAA_GLSL_130 0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_HLSL_3",
+		"    #define FXAA_HLSL_3 0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_HLSL_4",
+		"    #define FXAA_HLSL_4 0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_HLSL_5",
+		"    #define FXAA_HLSL_5 0",
+		"#endif",
+		"/*==========================================================================*/",
+		"#ifndef FXAA_GREEN_AS_LUMA",
+		"    //",
+		"    // For those using non-linear color,",
+		"    // and either not able to get luma in alpha, or not wanting to,",
+		"    // this enables FXAA to run using green as a proxy for luma.",
+		"    // So with this enabled, no need to pack luma in alpha.",
+		"    //",
+		"    // This will turn off AA on anything which lacks some amount of green.",
+		"    // Pure red and blue or combination of only R and B, will get no AA.",
+		"    //",
+		"    // Might want to lower the settings for both,",
+		"    //    fxaaConsoleEdgeThresholdMin",
+		"    //    fxaaQualityEdgeThresholdMin",
+		"    // In order to insure AA does not get turned off on colors",
+		"    // which contain a minor amount of green.",
+		"    //",
+		"    // 1 = On.",
+		"    // 0 = Off.",
+		"    //",
+		"    #define FXAA_GREEN_AS_LUMA 0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_EARLY_EXIT",
+		"    //",
+		"    // Controls algorithm's early exit path.",
+		"    // On PS3 turning this ON adds 2 cycles to the shader.",
+		"    // On 360 turning this OFF adds 10ths of a millisecond to the shader.",
+		"    // Turning this off on console will result in a more blurry image.",
+		"    // So this defaults to on.",
+		"    //",
+		"    // 1 = On.",
+		"    // 0 = Off.",
+		"    //",
+		"    #define FXAA_EARLY_EXIT 1",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_DISCARD",
+		"    //",
+		"    // Only valid for PC OpenGL currently.",
+		"    // Probably will not work when FXAA_GREEN_AS_LUMA = 1.",
+		"    //",
+		"    // 1 = Use discard on pixels which don't need AA.",
+		"    //     For APIs which enable concurrent TEX+ROP from same surface.",
+		"    // 0 = Return unchanged color on pixels which don't need AA.",
+		"    //",
+		"    #define FXAA_DISCARD 0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_FAST_PIXEL_OFFSET",
+		"    //",
+		"    // Used for GLSL 120 only.",
+		"    //",
+		"    // 1 = GL API supports fast pixel offsets",
+		"    // 0 = do not use fast pixel offsets",
+		"    //",
+		"    #ifdef GL_EXT_gpu_shader4",
+		"        #define FXAA_FAST_PIXEL_OFFSET 1",
+		"    #endif",
+		"    #ifdef GL_NV_gpu_shader5",
+		"        #define FXAA_FAST_PIXEL_OFFSET 1",
+		"    #endif",
+		"    #ifdef GL_ARB_gpu_shader5",
+		"        #define FXAA_FAST_PIXEL_OFFSET 1",
+		"    #endif",
+		"    #ifndef FXAA_FAST_PIXEL_OFFSET",
+		"        #define FXAA_FAST_PIXEL_OFFSET 0",
+		"    #endif",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#ifndef FXAA_GATHER4_ALPHA",
+		"    //",
+		"    // 1 = API supports gather4 on alpha channel.",
+		"    // 0 = API does not support gather4 on alpha channel.",
+		"    //",
+		"    #if (FXAA_HLSL_5 == 1)",
+		"        #define FXAA_GATHER4_ALPHA 1",
+		"    #endif",
+		"    #ifdef GL_ARB_gpu_shader5",
+		"        #define FXAA_GATHER4_ALPHA 1",
+		"    #endif",
+		"    #ifdef GL_NV_gpu_shader5",
+		"        #define FXAA_GATHER4_ALPHA 1",
+		"    #endif",
+		"    #ifndef FXAA_GATHER4_ALPHA",
+		"        #define FXAA_GATHER4_ALPHA 0",
+		"    #endif",
+		"#endif",
+		"",
+		"",
+		"/*============================================================================",
+		"                        FXAA QUALITY - TUNING KNOBS",
+		"------------------------------------------------------------------------------",
+		"NOTE the other tuning knobs are now in the shader function inputs!",
+		"============================================================================*/",
+		"#ifndef FXAA_QUALITY_PRESET",
+		"    //",
+		"    // Choose the quality preset.",
+		"    // This needs to be compiled into the shader as it effects code.",
+		"    // Best option to include multiple presets is to",
+		"    // in each shader define the preset, then include this file.",
+		"    //",
+		"    // OPTIONS",
+		"    // -----------------------------------------------------------------------",
+		"    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)",
+		"    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)",
+		"    // 39       - no dither, very expensive",
+		"    //",
+		"    // NOTES",
+		"    // -----------------------------------------------------------------------",
+		"    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)",
+		"    // 13 = about same speed as FXAA 3.9 and better than 12",
+		"    // 23 = closest to FXAA 3.9 visually and performance wise",
+		"    //  _ = the lowest digit is directly related to performance",
+		"    // _  = the highest digit is directly related to style",
+		"    //",
+		"    #define FXAA_QUALITY_PRESET 12",
+		"#endif",
+		"",
+		"",
+		"/*============================================================================",
+		"",
+		"                           FXAA QUALITY - PRESETS",
+		"",
+		"============================================================================*/",
+		"",
+		"/*============================================================================",
+		"                     FXAA QUALITY - MEDIUM DITHER PRESETS",
+		"============================================================================*/",
+		"#if (FXAA_QUALITY_PRESET == 10)",
+		"    #define FXAA_QUALITY_PS 3",
+		"    #define FXAA_QUALITY_P0 1.5",
+		"    #define FXAA_QUALITY_P1 3.0",
+		"    #define FXAA_QUALITY_P2 12.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 11)",
+		"    #define FXAA_QUALITY_PS 4",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 3.0",
+		"    #define FXAA_QUALITY_P3 12.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 12)",
+		"    #define FXAA_QUALITY_PS 5",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 4.0",
+		"    #define FXAA_QUALITY_P4 12.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 13)",
+		"    #define FXAA_QUALITY_PS 6",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 4.0",
+		"    #define FXAA_QUALITY_P5 12.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 14)",
+		"    #define FXAA_QUALITY_PS 7",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 4.0",
+		"    #define FXAA_QUALITY_P6 12.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 15)",
+		"    #define FXAA_QUALITY_PS 8",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 2.0",
+		"    #define FXAA_QUALITY_P6 4.0",
+		"    #define FXAA_QUALITY_P7 12.0",
+		"#endif",
+		"",
+		"/*============================================================================",
+		"                     FXAA QUALITY - LOW DITHER PRESETS",
+		"============================================================================*/",
+		"#if (FXAA_QUALITY_PRESET == 20)",
+		"    #define FXAA_QUALITY_PS 3",
+		"    #define FXAA_QUALITY_P0 1.5",
+		"    #define FXAA_QUALITY_P1 2.0",
+		"    #define FXAA_QUALITY_P2 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 21)",
+		"    #define FXAA_QUALITY_PS 4",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 22)",
+		"    #define FXAA_QUALITY_PS 5",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 23)",
+		"    #define FXAA_QUALITY_PS 6",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 24)",
+		"    #define FXAA_QUALITY_PS 7",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 3.0",
+		"    #define FXAA_QUALITY_P6 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 25)",
+		"    #define FXAA_QUALITY_PS 8",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 2.0",
+		"    #define FXAA_QUALITY_P6 4.0",
+		"    #define FXAA_QUALITY_P7 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 26)",
+		"    #define FXAA_QUALITY_PS 9",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 2.0",
+		"    #define FXAA_QUALITY_P6 2.0",
+		"    #define FXAA_QUALITY_P7 4.0",
+		"    #define FXAA_QUALITY_P8 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 27)",
+		"    #define FXAA_QUALITY_PS 10",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 2.0",
+		"    #define FXAA_QUALITY_P6 2.0",
+		"    #define FXAA_QUALITY_P7 2.0",
+		"    #define FXAA_QUALITY_P8 4.0",
+		"    #define FXAA_QUALITY_P9 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 28)",
+		"    #define FXAA_QUALITY_PS 11",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 2.0",
+		"    #define FXAA_QUALITY_P6 2.0",
+		"    #define FXAA_QUALITY_P7 2.0",
+		"    #define FXAA_QUALITY_P8 2.0",
+		"    #define FXAA_QUALITY_P9 4.0",
+		"    #define FXAA_QUALITY_P10 8.0",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_QUALITY_PRESET == 29)",
+		"    #define FXAA_QUALITY_PS 12",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.5",
+		"    #define FXAA_QUALITY_P2 2.0",
+		"    #define FXAA_QUALITY_P3 2.0",
+		"    #define FXAA_QUALITY_P4 2.0",
+		"    #define FXAA_QUALITY_P5 2.0",
+		"    #define FXAA_QUALITY_P6 2.0",
+		"    #define FXAA_QUALITY_P7 2.0",
+		"    #define FXAA_QUALITY_P8 2.0",
+		"    #define FXAA_QUALITY_P9 2.0",
+		"    #define FXAA_QUALITY_P10 4.0",
+		"    #define FXAA_QUALITY_P11 8.0",
+		"#endif",
+		"",
+		"/*============================================================================",
+		"                     FXAA QUALITY - EXTREME QUALITY",
+		"============================================================================*/",
+		"#if (FXAA_QUALITY_PRESET == 39)",
+		"    #define FXAA_QUALITY_PS 12",
+		"    #define FXAA_QUALITY_P0 1.0",
+		"    #define FXAA_QUALITY_P1 1.0",
+		"    #define FXAA_QUALITY_P2 1.0",
+		"    #define FXAA_QUALITY_P3 1.0",
+		"    #define FXAA_QUALITY_P4 1.0",
+		"    #define FXAA_QUALITY_P5 1.5",
+		"    #define FXAA_QUALITY_P6 2.0",
+		"    #define FXAA_QUALITY_P7 2.0",
+		"    #define FXAA_QUALITY_P8 2.0",
+		"    #define FXAA_QUALITY_P9 2.0",
+		"    #define FXAA_QUALITY_P10 4.0",
+		"    #define FXAA_QUALITY_P11 8.0",
+		"#endif",
+		"",
+		"",
+		"",
+		"/*============================================================================",
+		"",
+		"                                API PORTING",
+		"",
+		"============================================================================*/",
+		"#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)",
+		"    #define FxaaBool bool",
+		"    #define FxaaDiscard discard",
+		"    #define FxaaFloat float",
+		"    #define FxaaFloat2 vec2",
+		"    #define FxaaFloat3 vec3",
+		"    #define FxaaFloat4 vec4",
+		"    #define FxaaHalf float",
+		"    #define FxaaHalf2 vec2",
+		"    #define FxaaHalf3 vec3",
+		"    #define FxaaHalf4 vec4",
+		"    #define FxaaInt2 ivec2",
+		"    #define FxaaSat(x) clamp(x, 0.0, 1.0)",
+		"    #define FxaaTex sampler2D",
+		"#else",
+		"    #define FxaaBool bool",
+		"    #define FxaaDiscard clip(-1)",
+		"    #define FxaaFloat float",
+		"    #define FxaaFloat2 float2",
+		"    #define FxaaFloat3 float3",
+		"    #define FxaaFloat4 float4",
+		"    #define FxaaHalf half",
+		"    #define FxaaHalf2 half2",
+		"    #define FxaaHalf3 half3",
+		"    #define FxaaHalf4 half4",
+		"    #define FxaaSat(x) saturate(x)",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_GLSL_100 == 1)",
+		"  #define FxaaTexTop(t, p) texture2D(t, p, 0.0)",
+		"  #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_GLSL_120 == 1)",
+		"    // Requires,",
+		"    //  #version 120",
+		"    // And at least,",
+		"    //  #extension GL_EXT_gpu_shader4 : enable",
+		"    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)",
+		"    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)",
+		"    #if (FXAA_FAST_PIXEL_OFFSET == 1)",
+		"        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)",
+		"    #else",
+		"        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)",
+		"    #endif",
+		"    #if (FXAA_GATHER4_ALPHA == 1)",
+		"        // use #extension GL_ARB_gpu_shader5 : enable",
+		"        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
+		"        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
+		"        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
+		"        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
+		"    #endif",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_GLSL_130 == 1)",
+		"    // Requires \"#version 130\" or better",
+		"    #define FxaaTexTop(t, p) textureLod(t, p, 0.0)",
+		"    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)",
+		"    #if (FXAA_GATHER4_ALPHA == 1)",
+		"        // use #extension GL_ARB_gpu_shader5 : enable",
+		"        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)",
+		"        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)",
+		"        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)",
+		"        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)",
+		"    #endif",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_HLSL_3 == 1)",
+		"    #define FxaaInt2 float2",
+		"    #define FxaaTex sampler2D",
+		"    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))",
+		"    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_HLSL_4 == 1)",
+		"    #define FxaaInt2 int2",
+		"    struct FxaaTex { SamplerState smpl; Texture2D tex; };",
+		"    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
+		"    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
+		"#endif",
+		"/*--------------------------------------------------------------------------*/",
+		"#if (FXAA_HLSL_5 == 1)",
+		"    #define FxaaInt2 int2",
+		"    struct FxaaTex { SamplerState smpl; Texture2D tex; };",
+		"    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)",
+		"    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)",
+		"    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)",
+		"    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)",
+		"    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)",
+		"    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)",
+		"#endif",
+		"",
+		"",
+		"/*============================================================================",
+		"                   GREEN AS LUMA OPTION SUPPORT FUNCTION",
+		"============================================================================*/",
+		"#if (FXAA_GREEN_AS_LUMA == 0)",
+		"    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }",
+		"#else",
+		"    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }",
+		"#endif",
+		"",
+		"",
+		"",
+		"",
+		"/*============================================================================",
+		"",
+		"                             FXAA3 QUALITY - PC",
+		"",
+		"============================================================================*/",
+		"#if (FXAA_PC == 1)",
+		"/*--------------------------------------------------------------------------*/",
+		"FxaaFloat4 FxaaPixelShader(",
+		"    //",
+		"    // Use noperspective interpolation here (turn off perspective interpolation).",
+		"    // {xy} = center of pixel",
+		"    FxaaFloat2 pos,",
+		"    //",
+		"    // Used only for FXAA Console, and not used on the 360 version.",
+		"    // Use noperspective interpolation here (turn off perspective interpolation).",
+		"    // {xy_} = upper left of pixel",
+		"    // {_zw} = lower right of pixel",
+		"    FxaaFloat4 fxaaConsolePosPos,",
+		"    //",
+		"    // Input color texture.",
+		"    // {rgb_} = color in linear or perceptual color space",
+		"    // if (FXAA_GREEN_AS_LUMA == 0)",
+		"    //     {__a} = luma in perceptual color space (not linear)",
+		"    FxaaTex tex,",
+		"    //",
+		"    // Only used on the optimized 360 version of FXAA Console.",
+		"    // For everything but 360, just use the same input here as for \"tex\".",
+		"    // For 360, same texture, just alias with a 2nd sampler.",
+		"    // This sampler needs to have an exponent bias of -1.",
+		"    FxaaTex fxaaConsole360TexExpBiasNegOne,",
+		"    //",
+		"    // Only used on the optimized 360 version of FXAA Console.",
+		"    // For everything but 360, just use the same input here as for \"tex\".",
+		"    // For 360, same texture, just alias with a 3nd sampler.",
+		"    // This sampler needs to have an exponent bias of -2.",
+		"    FxaaTex fxaaConsole360TexExpBiasNegTwo,",
+		"    //",
+		"    // Only used on FXAA Quality.",
+		"    // This must be from a constant/uniform.",
+		"    // {x_} = 1.0/screenWidthInPixels",
+		"    // {_y} = 1.0/screenHeightInPixels",
+		"    FxaaFloat2 fxaaQualityRcpFrame,",
+		"    //",
+		"    // Only used on FXAA Console.",
+		"    // This must be from a constant/uniform.",
+		"    // This effects sub-pixel AA quality and inversely sharpness.",
+		"    //   Where N ranges between,",
+		"    //     N = 0.50 (default)",
+		"    //     N = 0.33 (sharper)",
+		"    // {x__} = -N/screenWidthInPixels",
+		"    // {_y_} = -N/screenHeightInPixels",
+		"    // {_z_} =  N/screenWidthInPixels",
+		"    // {__w} =  N/screenHeightInPixels",
+		"    FxaaFloat4 fxaaConsoleRcpFrameOpt,",
+		"    //",
+		"    // Only used on FXAA Console.",
+		"    // Not used on 360, but used on PS3 and PC.",
+		"    // This must be from a constant/uniform.",
+		"    // {x__} = -2.0/screenWidthInPixels",
+		"    // {_y_} = -2.0/screenHeightInPixels",
+		"    // {_z_} =  2.0/screenWidthInPixels",
+		"    // {__w} =  2.0/screenHeightInPixels",
+		"    FxaaFloat4 fxaaConsoleRcpFrameOpt2,",
+		"    //",
+		"    // Only used on FXAA Console.",
+		"    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.",
+		"    // This must be from a constant/uniform.",
+		"    // {x__} =  8.0/screenWidthInPixels",
+		"    // {_y_} =  8.0/screenHeightInPixels",
+		"    // {_z_} = -4.0/screenWidthInPixels",
+		"    // {__w} = -4.0/screenHeightInPixels",
+		"    FxaaFloat4 fxaaConsole360RcpFrameOpt2,",
+		"    //",
+		"    // Only used on FXAA Quality.",
+		"    // This used to be the FXAA_QUALITY_SUBPIX define.",
+		"    // It is here now to allow easier tuning.",
+		"    // Choose the amount of sub-pixel aliasing removal.",
+		"    // This can effect sharpness.",
+		"    //   1.00 - upper limit (softer)",
+		"    //   0.75 - default amount of filtering",
+		"    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)",
+		"    //   0.25 - almost off",
+		"    //   0.00 - completely off",
+		"    FxaaFloat fxaaQualitySubpix,",
+		"    //",
+		"    // Only used on FXAA Quality.",
+		"    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.",
+		"    // It is here now to allow easier tuning.",
+		"    // The minimum amount of local contrast required to apply algorithm.",
+		"    //   0.333 - too little (faster)",
+		"    //   0.250 - low quality",
+		"    //   0.166 - default",
+		"    //   0.125 - high quality",
+		"    //   0.063 - overkill (slower)",
+		"    FxaaFloat fxaaQualityEdgeThreshold,",
+		"    //",
+		"    // Only used on FXAA Quality.",
+		"    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.",
+		"    // It is here now to allow easier tuning.",
+		"    // Trims the algorithm from processing darks.",
+		"    //   0.0833 - upper limit (default, the start of visible unfiltered edges)",
+		"    //   0.0625 - high quality (faster)",
+		"    //   0.0312 - visible limit (slower)",
+		"    // Special notes when using FXAA_GREEN_AS_LUMA,",
+		"    //   Likely want to set this to zero.",
+		"    //   As colors that are mostly not-green",
+		"    //   will appear very dark in the green channel!",
+		"    //   Tune by looking at mostly non-green content,",
+		"    //   then start at zero and increase until aliasing is a problem.",
+		"    FxaaFloat fxaaQualityEdgeThresholdMin,",
+		"    //",
+		"    // Only used on FXAA Console.",
+		"    // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.",
+		"    // It is here now to allow easier tuning.",
+		"    // This does not effect PS3, as this needs to be compiled in.",
+		"    //   Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.",
+		"    //   Due to the PS3 being ALU bound,",
+		"    //   there are only three safe values here: 2 and 4 and 8.",
+		"    //   These options use the shaders ability to a free *|/ by 2|4|8.",
+		"    // For all other platforms can be a non-power of two.",
+		"    //   8.0 is sharper (default!!!)",
+		"    //   4.0 is softer",
+		"    //   2.0 is really soft (good only for vector graphics inputs)",
+		"    FxaaFloat fxaaConsoleEdgeSharpness,",
+		"    //",
+		"    // Only used on FXAA Console.",
+		"    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.",
+		"    // It is here now to allow easier tuning.",
+		"    // This does not effect PS3, as this needs to be compiled in.",
+		"    //   Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.",
+		"    //   Due to the PS3 being ALU bound,",
+		"    //   there are only two safe values here: 1/4 and 1/8.",
+		"    //   These options use the shaders ability to a free *|/ by 2|4|8.",
+		"    // The console setting has a different mapping than the quality setting.",
+		"    // Other platforms can use other values.",
+		"    //   0.125 leaves less aliasing, but is softer (default!!!)",
+		"    //   0.25 leaves more aliasing, and is sharper",
+		"    FxaaFloat fxaaConsoleEdgeThreshold,",
+		"    //",
+		"    // Only used on FXAA Console.",
+		"    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.",
+		"    // It is here now to allow easier tuning.",
+		"    // Trims the algorithm from processing darks.",
+		"    // The console setting has a different mapping than the quality setting.",
+		"    // This only applies when FXAA_EARLY_EXIT is 1.",
+		"    // This does not apply to PS3,",
+		"    // PS3 was simplified to avoid more shader instructions.",
+		"    //   0.06 - faster but more aliasing in darks",
+		"    //   0.05 - default",
+		"    //   0.04 - slower and less aliasing in darks",
+		"    // Special notes when using FXAA_GREEN_AS_LUMA,",
+		"    //   Likely want to set this to zero.",
+		"    //   As colors that are mostly not-green",
+		"    //   will appear very dark in the green channel!",
+		"    //   Tune by looking at mostly non-green content,",
+		"    //   then start at zero and increase until aliasing is a problem.",
+		"    FxaaFloat fxaaConsoleEdgeThresholdMin,",
+		"    //",
+		"    // Extra constants for 360 FXAA Console only.",
+		"    // Use zeros or anything else for other platforms.",
+		"    // These must be in physical constant registers and NOT immediates.",
+		"    // Immediates will result in compiler un-optimizing.",
+		"    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)",
+		"    FxaaFloat4 fxaaConsole360ConstDir",
+		") {",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat2 posM;",
+		"    posM.x = pos.x;",
+		"    posM.y = pos.y;",
+		"    #if (FXAA_GATHER4_ALPHA == 1)",
+		"        #if (FXAA_DISCARD == 0)",
+		"            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
+		"            #if (FXAA_GREEN_AS_LUMA == 0)",
+		"                #define lumaM rgbyM.w",
+		"            #else",
+		"                #define lumaM rgbyM.y",
+		"            #endif",
+		"        #endif",
+		"        #if (FXAA_GREEN_AS_LUMA == 0)",
+		"            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);",
+		"            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));",
+		"        #else",
+		"            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);",
+		"            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));",
+		"        #endif",
+		"        #if (FXAA_DISCARD == 1)",
+		"            #define lumaM luma4A.w",
+		"        #endif",
+		"        #define lumaE luma4A.z",
+		"        #define lumaS luma4A.x",
+		"        #define lumaSE luma4A.y",
+		"        #define lumaNW luma4B.w",
+		"        #define lumaN luma4B.z",
+		"        #define lumaW luma4B.x",
+		"    #else",
+		"        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);",
+		"        #if (FXAA_GREEN_AS_LUMA == 0)",
+		"            #define lumaM rgbyM.w",
+		"        #else",
+		"            #define lumaM rgbyM.y",
+		"        #endif",
+		"        #if (FXAA_GLSL_100 == 1)",
+		"          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));",
+		"        #else",
+		"          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));",
+		"        #endif",
+		"    #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat maxSM = max(lumaS, lumaM);",
+		"    FxaaFloat minSM = min(lumaS, lumaM);",
+		"    FxaaFloat maxESM = max(lumaE, maxSM);",
+		"    FxaaFloat minESM = min(lumaE, minSM);",
+		"    FxaaFloat maxWN = max(lumaN, lumaW);",
+		"    FxaaFloat minWN = min(lumaN, lumaW);",
+		"    FxaaFloat rangeMax = max(maxWN, maxESM);",
+		"    FxaaFloat rangeMin = min(minWN, minESM);",
+		"    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;",
+		"    FxaaFloat range = rangeMax - rangeMin;",
+		"    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);",
+		"    FxaaBool earlyExit = range < rangeMaxClamped;",
+		"/*--------------------------------------------------------------------------*/",
+		"    if(earlyExit)",
+		"        #if (FXAA_DISCARD == 1)",
+		"            FxaaDiscard;",
+		"        #else",
+		"            return rgbyM;",
+		"        #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"    #if (FXAA_GATHER4_ALPHA == 0)",
+		"        #if (FXAA_GLSL_100 == 1)",
+		"          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));",
+		"        #else",
+		"          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));",
+		"          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
+		"        #endif",
+		"    #else",
+		"        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));",
+		"        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));",
+		"    #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat lumaNS = lumaN + lumaS;",
+		"    FxaaFloat lumaWE = lumaW + lumaE;",
+		"    FxaaFloat subpixRcpRange = 1.0/range;",
+		"    FxaaFloat subpixNSWE = lumaNS + lumaWE;",
+		"    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;",
+		"    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat lumaNESE = lumaNE + lumaSE;",
+		"    FxaaFloat lumaNWNE = lumaNW + lumaNE;",
+		"    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;",
+		"    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat lumaNWSW = lumaNW + lumaSW;",
+		"    FxaaFloat lumaSWSE = lumaSW + lumaSE;",
+		"    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);",
+		"    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);",
+		"    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;",
+		"    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;",
+		"    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;",
+		"    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;",
+		"    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;",
+		"    FxaaBool horzSpan = edgeHorz >= edgeVert;",
+		"    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;",
+		"/*--------------------------------------------------------------------------*/",
+		"    if(!horzSpan) lumaN = lumaW;",
+		"    if(!horzSpan) lumaS = lumaE;",
+		"    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;",
+		"    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat gradientN = lumaN - lumaM;",
+		"    FxaaFloat gradientS = lumaS - lumaM;",
+		"    FxaaFloat lumaNN = lumaN + lumaM;",
+		"    FxaaFloat lumaSS = lumaS + lumaM;",
+		"    FxaaBool pairN = abs(gradientN) >= abs(gradientS);",
+		"    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));",
+		"    if(pairN) lengthSign = -lengthSign;",
+		"    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat2 posB;",
+		"    posB.x = posM.x;",
+		"    posB.y = posM.y;",
+		"    FxaaFloat2 offNP;",
+		"    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;",
+		"    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;",
+		"    if(!horzSpan) posB.x += lengthSign * 0.5;",
+		"    if( horzSpan) posB.y += lengthSign * 0.5;",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat2 posN;",
+		"    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;",
+		"    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;",
+		"    FxaaFloat2 posP;",
+		"    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;",
+		"    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;",
+		"    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;",
+		"    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));",
+		"    FxaaFloat subpixE = subpixC * subpixC;",
+		"    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));",
+		"/*--------------------------------------------------------------------------*/",
+		"    if(!pairN) lumaNN = lumaSS;",
+		"    FxaaFloat gradientScaled = gradient * 1.0/4.0;",
+		"    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;",
+		"    FxaaFloat subpixF = subpixD * subpixE;",
+		"    FxaaBool lumaMLTZero = lumaMM < 0.0;",
+		"/*--------------------------------------------------------------------------*/",
+		"    lumaEndN -= lumaNN * 0.5;",
+		"    lumaEndP -= lumaNN * 0.5;",
+		"    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;",
+		"    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;",
+		"    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;",
+		"    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;",
+		"    FxaaBool doneNP = (!doneN) || (!doneP);",
+		"    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;",
+		"    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;",
+		"/*--------------------------------------------------------------------------*/",
+		"    if(doneNP) {",
+		"        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"        doneN = abs(lumaEndN) >= gradientScaled;",
+		"        doneP = abs(lumaEndP) >= gradientScaled;",
+		"        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;",
+		"        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;",
+		"        doneNP = (!doneN) || (!doneP);",
+		"        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;",
+		"        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;",
+		"/*--------------------------------------------------------------------------*/",
+		"        #if (FXAA_QUALITY_PS > 3)",
+		"        if(doneNP) {",
+		"            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"            doneN = abs(lumaEndN) >= gradientScaled;",
+		"            doneP = abs(lumaEndP) >= gradientScaled;",
+		"            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;",
+		"            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;",
+		"            doneNP = (!doneN) || (!doneP);",
+		"            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;",
+		"            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;",
+		"/*--------------------------------------------------------------------------*/",
+		"            #if (FXAA_QUALITY_PS > 4)",
+		"            if(doneNP) {",
+		"                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"                doneN = abs(lumaEndN) >= gradientScaled;",
+		"                doneP = abs(lumaEndP) >= gradientScaled;",
+		"                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;",
+		"                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;",
+		"                doneNP = (!doneN) || (!doneP);",
+		"                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;",
+		"                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;",
+		"/*--------------------------------------------------------------------------*/",
+		"                #if (FXAA_QUALITY_PS > 5)",
+		"                if(doneNP) {",
+		"                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"                    doneN = abs(lumaEndN) >= gradientScaled;",
+		"                    doneP = abs(lumaEndP) >= gradientScaled;",
+		"                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;",
+		"                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;",
+		"                    doneNP = (!doneN) || (!doneP);",
+		"                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;",
+		"                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;",
+		"/*--------------------------------------------------------------------------*/",
+		"                    #if (FXAA_QUALITY_PS > 6)",
+		"                    if(doneNP) {",
+		"                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"                        doneN = abs(lumaEndN) >= gradientScaled;",
+		"                        doneP = abs(lumaEndP) >= gradientScaled;",
+		"                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;",
+		"                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;",
+		"                        doneNP = (!doneN) || (!doneP);",
+		"                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;",
+		"                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;",
+		"/*--------------------------------------------------------------------------*/",
+		"                        #if (FXAA_QUALITY_PS > 7)",
+		"                        if(doneNP) {",
+		"                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"                            doneN = abs(lumaEndN) >= gradientScaled;",
+		"                            doneP = abs(lumaEndP) >= gradientScaled;",
+		"                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;",
+		"                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;",
+		"                            doneNP = (!doneN) || (!doneP);",
+		"                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;",
+		"                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;",
+		"/*--------------------------------------------------------------------------*/",
+		"    #if (FXAA_QUALITY_PS > 8)",
+		"    if(doneNP) {",
+		"        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"        doneN = abs(lumaEndN) >= gradientScaled;",
+		"        doneP = abs(lumaEndP) >= gradientScaled;",
+		"        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;",
+		"        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;",
+		"        doneNP = (!doneN) || (!doneP);",
+		"        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;",
+		"        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;",
+		"/*--------------------------------------------------------------------------*/",
+		"        #if (FXAA_QUALITY_PS > 9)",
+		"        if(doneNP) {",
+		"            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"            doneN = abs(lumaEndN) >= gradientScaled;",
+		"            doneP = abs(lumaEndP) >= gradientScaled;",
+		"            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;",
+		"            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;",
+		"            doneNP = (!doneN) || (!doneP);",
+		"            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;",
+		"            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;",
+		"/*--------------------------------------------------------------------------*/",
+		"            #if (FXAA_QUALITY_PS > 10)",
+		"            if(doneNP) {",
+		"                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"                doneN = abs(lumaEndN) >= gradientScaled;",
+		"                doneP = abs(lumaEndP) >= gradientScaled;",
+		"                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;",
+		"                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;",
+		"                doneNP = (!doneN) || (!doneP);",
+		"                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;",
+		"                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;",
+		"/*--------------------------------------------------------------------------*/",
+		"                #if (FXAA_QUALITY_PS > 11)",
+		"                if(doneNP) {",
+		"                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"                    doneN = abs(lumaEndN) >= gradientScaled;",
+		"                    doneP = abs(lumaEndP) >= gradientScaled;",
+		"                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;",
+		"                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;",
+		"                    doneNP = (!doneN) || (!doneP);",
+		"                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;",
+		"                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;",
+		"/*--------------------------------------------------------------------------*/",
+		"                    #if (FXAA_QUALITY_PS > 12)",
+		"                    if(doneNP) {",
+		"                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));",
+		"                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));",
+		"                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;",
+		"                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;",
+		"                        doneN = abs(lumaEndN) >= gradientScaled;",
+		"                        doneP = abs(lumaEndP) >= gradientScaled;",
+		"                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;",
+		"                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;",
+		"                        doneNP = (!doneN) || (!doneP);",
+		"                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;",
+		"                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;",
+		"/*--------------------------------------------------------------------------*/",
+		"                    }",
+		"                    #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"                }",
+		"                #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"            }",
+		"            #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"        }",
+		"        #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"    }",
+		"    #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"                        }",
+		"                        #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"                    }",
+		"                    #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"                }",
+		"                #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"            }",
+		"            #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"        }",
+		"        #endif",
+		"/*--------------------------------------------------------------------------*/",
+		"    }",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat dstN = posM.x - posN.x;",
+		"    FxaaFloat dstP = posP.x - posM.x;",
+		"    if(!horzSpan) dstN = posM.y - posN.y;",
+		"    if(!horzSpan) dstP = posP.y - posM.y;",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;",
+		"    FxaaFloat spanLength = (dstP + dstN);",
+		"    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;",
+		"    FxaaFloat spanLengthRcp = 1.0/spanLength;",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaBool directionN = dstN < dstP;",
+		"    FxaaFloat dst = min(dstN, dstP);",
+		"    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;",
+		"    FxaaFloat subpixG = subpixF * subpixF;",
+		"    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;",
+		"    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;",
+		"/*--------------------------------------------------------------------------*/",
+		"    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;",
+		"    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);",
+		"    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;",
+		"    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;",
+		"    #if (FXAA_DISCARD == 1)",
+		"        return FxaaTexTop(tex, posM);",
+		"    #else",
+		"        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);",
+		"    #endif",
+		"}",
+		"/*==========================================================================*/",
+		"#endif",
+		"",
+		"void main() {",
+		"  gl_FragColor = FxaaPixelShader(",
+		"    vUv,",
+		"    vec4(0.0),",
+		"    tDiffuse,",
+		"    tDiffuse,",
+		"    tDiffuse,",
+		"    resolution,",
+		"    vec4(0.0),",
+		"    vec4(0.0),",
+		"    vec4(0.0),",
+		"    0.75,",
+		"    0.166,",
+		"    0.0833,",
+		"    0.0,",
+		"    0.0,",
+		"    0.0,",
+		"    vec4(0.0)",
+		"  );",
+		"",
+		"  // TODO avoid querying texture twice for same texel",
+		"  gl_FragColor.a = texture2D(tDiffuse, vUv).a;",
+		"}"
+	].join( "\n" )
 
 };