| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678 | /** * @license * 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. *///This file is automatically rebuilt by the Cesium build process.export default "/**\n\ * @license\n\ * Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.\n\ *\n\ * Redistribution and use in source and binary forms, with or without\n\ * modification, are permitted provided that the following conditions\n\ * are met:\n\ *  * Redistributions of source code must retain the above copyright\n\ *    notice, this list of conditions and the following disclaimer.\n\ *  * Redistributions in binary form must reproduce the above copyright\n\ *    notice, this list of conditions and the following disclaimer in the\n\ *    documentation and/or other materials provided with the distribution.\n\ *  * Neither the name of NVIDIA CORPORATION nor the names of its\n\ *    contributors may be used to endorse or promote products derived\n\ *    from this software without specific prior written permission.\n\ *\n\ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY\n\ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\n\ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR\n\ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR\n\ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,\n\ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,\n\ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR\n\ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY\n\ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n\ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\n\ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n\ */\n\\n\// NVIDIA GameWorks Graphics Samples GitHub link: https://github.com/NVIDIAGameWorks/GraphicsSamples\n\// Original FXAA 3.11 shader link: https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/samples/es3-kepler/FXAA/FXAA3_11.h\n\\n\// Steps used to integrate into Cesium:\n\// * The following defines are set:\n\//       #define FXAA_PC 1\n\//       #define FXAA_WEBGL_1 1\n\//       #define FXAA_GREEN_AS_LUMA 1\n\//       #define FXAA_EARLY_EXIT 1\n\//       #define FXAA_GLSL_120 1\n\// * All other preprocessor directives besides the FXAA_QUALITY__P* directives were removed.\n\// * Double underscores are invalid for preprocessor directives so replace them with a single underscore. Replace\n\//   /FXAA_QUALITY__P(.*)/g with /FXAA_QUALITY__P$1/.\n\// * There are no implicit conversions from ivec* to vec* so replace:\n\//       #define FxaaInt2 ivec2\n\//           with\n\//       #define FxaaInt2 vec2\n\// * The texture2DLod function is only available in vertex shaders so replace:\n\//       #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)\n\//       #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)\n\//           with\n\//       #define FxaaTexTop(t, p) texture2D(t, p)\n\//       #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n\// * FXAA_QUALITY_PRESET is prepended in the javascript code. We may want to expose that setting in the future.\n\// * The following parameters to FxaaPixelShader are unused and can be removed:\n\//       fxaaConsolePosPos\n\//       fxaaConsoleRcpFrameOpt\n\//       fxaaConsoleRcpFrameOpt2\n\//       fxaaConsole360RcpFrameOpt2\n\//       fxaaConsoleEdgeSharpness\n\//       fxaaConsoleEdgeThreshold\n\//       fxaaConsoleEdgeThresholdMi\n\//       fxaaConsole360ConstDir\n\\n\//\n\// Choose the quality preset.\n\// This needs to be compiled into the shader as it effects code.\n\// Best option to include multiple presets is to\n\// in each shader define the preset, then include this file.\n\//\n\// OPTIONS\n\// -----------------------------------------------------------------------\n\// 10 to 15 - default medium dither (10=fastest, 15=highest quality)\n\// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)\n\// 39       - no dither, very expensive\n\//\n\// NOTES\n\// -----------------------------------------------------------------------\n\// 12 = slightly faster then FXAA 3.9 and higher edge quality (default)\n\// 13 = about same speed as FXAA 3.9 and better than 12\n\// 23 = closest to FXAA 3.9 visually and performance wise\n\//  _ = the lowest digit is directly related to performance\n\// _  = the highest digit is directly related to style\n\//\n\//#define FXAA_QUALITY_PRESET 12\n\\n\\n\#if (FXAA_QUALITY_PRESET == 10)\n\    #define FXAA_QUALITY_PS 3\n\    #define FXAA_QUALITY_P0 1.5\n\    #define FXAA_QUALITY_P1 3.0\n\    #define FXAA_QUALITY_P2 12.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 11)\n\    #define FXAA_QUALITY_PS 4\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 3.0\n\    #define FXAA_QUALITY_P3 12.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 12)\n\    #define FXAA_QUALITY_PS 5\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 4.0\n\    #define FXAA_QUALITY_P4 12.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 13)\n\    #define FXAA_QUALITY_PS 6\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 4.0\n\    #define FXAA_QUALITY_P5 12.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 14)\n\    #define FXAA_QUALITY_PS 7\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 4.0\n\    #define FXAA_QUALITY_P6 12.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 15)\n\    #define FXAA_QUALITY_PS 8\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 2.0\n\    #define FXAA_QUALITY_P6 4.0\n\    #define FXAA_QUALITY_P7 12.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 20)\n\    #define FXAA_QUALITY_PS 3\n\    #define FXAA_QUALITY_P0 1.5\n\    #define FXAA_QUALITY_P1 2.0\n\    #define FXAA_QUALITY_P2 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 21)\n\    #define FXAA_QUALITY_PS 4\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 22)\n\    #define FXAA_QUALITY_PS 5\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 23)\n\    #define FXAA_QUALITY_PS 6\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 24)\n\    #define FXAA_QUALITY_PS 7\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 3.0\n\    #define FXAA_QUALITY_P6 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 25)\n\    #define FXAA_QUALITY_PS 8\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 2.0\n\    #define FXAA_QUALITY_P6 4.0\n\    #define FXAA_QUALITY_P7 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 26)\n\    #define FXAA_QUALITY_PS 9\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 2.0\n\    #define FXAA_QUALITY_P6 2.0\n\    #define FXAA_QUALITY_P7 4.0\n\    #define FXAA_QUALITY_P8 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 27)\n\    #define FXAA_QUALITY_PS 10\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 2.0\n\    #define FXAA_QUALITY_P6 2.0\n\    #define FXAA_QUALITY_P7 2.0\n\    #define FXAA_QUALITY_P8 4.0\n\    #define FXAA_QUALITY_P9 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 28)\n\    #define FXAA_QUALITY_PS 11\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 2.0\n\    #define FXAA_QUALITY_P6 2.0\n\    #define FXAA_QUALITY_P7 2.0\n\    #define FXAA_QUALITY_P8 2.0\n\    #define FXAA_QUALITY_P9 4.0\n\    #define FXAA_QUALITY_P10 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 29)\n\    #define FXAA_QUALITY_PS 12\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.5\n\    #define FXAA_QUALITY_P2 2.0\n\    #define FXAA_QUALITY_P3 2.0\n\    #define FXAA_QUALITY_P4 2.0\n\    #define FXAA_QUALITY_P5 2.0\n\    #define FXAA_QUALITY_P6 2.0\n\    #define FXAA_QUALITY_P7 2.0\n\    #define FXAA_QUALITY_P8 2.0\n\    #define FXAA_QUALITY_P9 2.0\n\    #define FXAA_QUALITY_P10 4.0\n\    #define FXAA_QUALITY_P11 8.0\n\#endif\n\#if (FXAA_QUALITY_PRESET == 39)\n\    #define FXAA_QUALITY_PS 12\n\    #define FXAA_QUALITY_P0 1.0\n\    #define FXAA_QUALITY_P1 1.0\n\    #define FXAA_QUALITY_P2 1.0\n\    #define FXAA_QUALITY_P3 1.0\n\    #define FXAA_QUALITY_P4 1.0\n\    #define FXAA_QUALITY_P5 1.5\n\    #define FXAA_QUALITY_P6 2.0\n\    #define FXAA_QUALITY_P7 2.0\n\    #define FXAA_QUALITY_P8 2.0\n\    #define FXAA_QUALITY_P9 2.0\n\    #define FXAA_QUALITY_P10 4.0\n\    #define FXAA_QUALITY_P11 8.0\n\#endif\n\\n\#define FxaaBool bool\n\#define FxaaFloat float\n\#define FxaaFloat2 vec2\n\#define FxaaFloat3 vec3\n\#define FxaaFloat4 vec4\n\#define FxaaHalf float\n\#define FxaaHalf2 vec2\n\#define FxaaHalf3 vec3\n\#define FxaaHalf4 vec4\n\#define FxaaInt2 vec2\n\#define FxaaTex sampler2D\n\\n\#define FxaaSat(x) clamp(x, 0.0, 1.0)\n\#define FxaaTexTop(t, p) texture2D(t, p)\n\#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))\n\\n\FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }\n\\n\FxaaFloat4 FxaaPixelShader(\n\    //\n\    // Use noperspective interpolation here (turn off perspective interpolation).\n\    // {xy} = center of pixel\n\    FxaaFloat2 pos,\n\    //\n\    // Input color texture.\n\    // {rgb_} = color in linear or perceptual color space\n\    // if (FXAA_GREEN_AS_LUMA == 0)\n\    //     {___a} = luma in perceptual color space (not linear)\n\    FxaaTex tex,\n\    //\n\    // Only used on FXAA Quality.\n\    // This must be from a constant/uniform.\n\    // {x_} = 1.0/screenWidthInPixels\n\    // {_y} = 1.0/screenHeightInPixels\n\    FxaaFloat2 fxaaQualityRcpFrame,\n\    //\n\    // Only used on FXAA Quality.\n\    // This used to be the FXAA_QUALITY_SUBPIX define.\n\    // It is here now to allow easier tuning.\n\    // Choose the amount of sub-pixel aliasing removal.\n\    // This can effect sharpness.\n\    //   1.00 - upper limit (softer)\n\    //   0.75 - default amount of filtering\n\    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)\n\    //   0.25 - almost off\n\    //   0.00 - completely off\n\    FxaaFloat fxaaQualitySubpix,\n\    //\n\    // Only used on FXAA Quality.\n\    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.\n\    // It is here now to allow easier tuning.\n\    // The minimum amount of local contrast required to apply algorithm.\n\    //   0.333 - too little (faster)\n\    //   0.250 - low quality\n\    //   0.166 - default\n\    //   0.125 - high quality\n\    //   0.063 - overkill (slower)\n\    FxaaFloat fxaaQualityEdgeThreshold,\n\    //\n\    // Only used on FXAA Quality.\n\    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.\n\    // It is here now to allow easier tuning.\n\    // Trims the algorithm from processing darks.\n\    //   0.0833 - upper limit (default, the start of visible unfiltered edges)\n\    //   0.0625 - high quality (faster)\n\    //   0.0312 - visible limit (slower)\n\    // Special notes when using FXAA_GREEN_AS_LUMA,\n\    //   Likely want to set this to zero.\n\    //   As colors that are mostly not-green\n\    //   will appear very dark in the green channel!\n\    //   Tune by looking at mostly non-green content,\n\    //   then start at zero and increase until aliasing is a problem.\n\    FxaaFloat fxaaQualityEdgeThresholdMin\n\) {\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat2 posM;\n\    posM.x = pos.x;\n\    posM.y = pos.y;\n\    FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);\n\    #define lumaM rgbyM.y\n\    FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));\n\    FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));\n\    FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));\n\    FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat maxSM = max(lumaS, lumaM);\n\    FxaaFloat minSM = min(lumaS, lumaM);\n\    FxaaFloat maxESM = max(lumaE, maxSM);\n\    FxaaFloat minESM = min(lumaE, minSM);\n\    FxaaFloat maxWN = max(lumaN, lumaW);\n\    FxaaFloat minWN = min(lumaN, lumaW);\n\    FxaaFloat rangeMax = max(maxWN, maxESM);\n\    FxaaFloat rangeMin = min(minWN, minESM);\n\    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;\n\    FxaaFloat range = rangeMax - rangeMin;\n\    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);\n\    FxaaBool earlyExit = range < rangeMaxClamped;\n\/*--------------------------------------------------------------------------*/\n\    if(earlyExit)\n\        return rgbyM;\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));\n\    FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));\n\    FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));\n\    FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat lumaNS = lumaN + lumaS;\n\    FxaaFloat lumaWE = lumaW + lumaE;\n\    FxaaFloat subpixRcpRange = 1.0/range;\n\    FxaaFloat subpixNSWE = lumaNS + lumaWE;\n\    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;\n\    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat lumaNESE = lumaNE + lumaSE;\n\    FxaaFloat lumaNWNE = lumaNW + lumaNE;\n\    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;\n\    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat lumaNWSW = lumaNW + lumaSW;\n\    FxaaFloat lumaSWSE = lumaSW + lumaSE;\n\    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);\n\    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);\n\    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;\n\    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;\n\    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;\n\    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;\n\    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;\n\    FxaaBool horzSpan = edgeHorz >= edgeVert;\n\    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;\n\/*--------------------------------------------------------------------------*/\n\    if(!horzSpan) lumaN = lumaW;\n\    if(!horzSpan) lumaS = lumaE;\n\    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;\n\    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat gradientN = lumaN - lumaM;\n\    FxaaFloat gradientS = lumaS - lumaM;\n\    FxaaFloat lumaNN = lumaN + lumaM;\n\    FxaaFloat lumaSS = lumaS + lumaM;\n\    FxaaBool pairN = abs(gradientN) >= abs(gradientS);\n\    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));\n\    if(pairN) lengthSign = -lengthSign;\n\    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat2 posB;\n\    posB.x = posM.x;\n\    posB.y = posM.y;\n\    FxaaFloat2 offNP;\n\    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n\    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n\    if(!horzSpan) posB.x += lengthSign * 0.5;\n\    if( horzSpan) posB.y += lengthSign * 0.5;\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat2 posN;\n\    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;\n\    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;\n\    FxaaFloat2 posP;\n\    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;\n\    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;\n\    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;\n\    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));\n\    FxaaFloat subpixE = subpixC * subpixC;\n\    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));\n\/*--------------------------------------------------------------------------*/\n\    if(!pairN) lumaNN = lumaSS;\n\    FxaaFloat gradientScaled = gradient * 1.0/4.0;\n\    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;\n\    FxaaFloat subpixF = subpixD * subpixE;\n\    FxaaBool lumaMLTZero = lumaMM < 0.0;\n\/*--------------------------------------------------------------------------*/\n\    lumaEndN -= lumaNN * 0.5;\n\    lumaEndP -= lumaNN * 0.5;\n\    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;\n\    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;\n\    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;\n\    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;\n\    FxaaBool doneNP = (!doneN) || (!doneP);\n\    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;\n\    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;\n\/*--------------------------------------------------------------------------*/\n\    if(doneNP) {\n\        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\        doneN = abs(lumaEndN) >= gradientScaled;\n\        doneP = abs(lumaEndP) >= gradientScaled;\n\        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;\n\        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;\n\        doneNP = (!doneN) || (!doneP);\n\        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;\n\        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;\n\/*--------------------------------------------------------------------------*/\n\        #if (FXAA_QUALITY_PS > 3)\n\        if(doneNP) {\n\            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\            doneN = abs(lumaEndN) >= gradientScaled;\n\            doneP = abs(lumaEndP) >= gradientScaled;\n\            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;\n\            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;\n\            doneNP = (!doneN) || (!doneP);\n\            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;\n\            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;\n\/*--------------------------------------------------------------------------*/\n\            #if (FXAA_QUALITY_PS > 4)\n\            if(doneNP) {\n\                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\                doneN = abs(lumaEndN) >= gradientScaled;\n\                doneP = abs(lumaEndP) >= gradientScaled;\n\                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;\n\                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;\n\                doneNP = (!doneN) || (!doneP);\n\                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;\n\                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;\n\/*--------------------------------------------------------------------------*/\n\                #if (FXAA_QUALITY_PS > 5)\n\                if(doneNP) {\n\                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\                    doneN = abs(lumaEndN) >= gradientScaled;\n\                    doneP = abs(lumaEndP) >= gradientScaled;\n\                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;\n\                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;\n\                    doneNP = (!doneN) || (!doneP);\n\                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;\n\                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;\n\/*--------------------------------------------------------------------------*/\n\                    #if (FXAA_QUALITY_PS > 6)\n\                    if(doneNP) {\n\                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\                        doneN = abs(lumaEndN) >= gradientScaled;\n\                        doneP = abs(lumaEndP) >= gradientScaled;\n\                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;\n\                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;\n\                        doneNP = (!doneN) || (!doneP);\n\                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;\n\                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;\n\/*--------------------------------------------------------------------------*/\n\                        #if (FXAA_QUALITY_PS > 7)\n\                        if(doneNP) {\n\                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\                            doneN = abs(lumaEndN) >= gradientScaled;\n\                            doneP = abs(lumaEndP) >= gradientScaled;\n\                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;\n\                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;\n\                            doneNP = (!doneN) || (!doneP);\n\                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;\n\                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;\n\/*--------------------------------------------------------------------------*/\n\    #if (FXAA_QUALITY_PS > 8)\n\    if(doneNP) {\n\        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\        doneN = abs(lumaEndN) >= gradientScaled;\n\        doneP = abs(lumaEndP) >= gradientScaled;\n\        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;\n\        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;\n\        doneNP = (!doneN) || (!doneP);\n\        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;\n\        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;\n\/*--------------------------------------------------------------------------*/\n\        #if (FXAA_QUALITY_PS > 9)\n\        if(doneNP) {\n\            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\            doneN = abs(lumaEndN) >= gradientScaled;\n\            doneP = abs(lumaEndP) >= gradientScaled;\n\            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;\n\            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;\n\            doneNP = (!doneN) || (!doneP);\n\            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;\n\            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;\n\/*--------------------------------------------------------------------------*/\n\            #if (FXAA_QUALITY_PS > 10)\n\            if(doneNP) {\n\                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\                doneN = abs(lumaEndN) >= gradientScaled;\n\                doneP = abs(lumaEndP) >= gradientScaled;\n\                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;\n\                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;\n\                doneNP = (!doneN) || (!doneP);\n\                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;\n\                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;\n\/*--------------------------------------------------------------------------*/\n\                #if (FXAA_QUALITY_PS > 11)\n\                if(doneNP) {\n\                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\                    doneN = abs(lumaEndN) >= gradientScaled;\n\                    doneP = abs(lumaEndP) >= gradientScaled;\n\                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;\n\                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;\n\                    doneNP = (!doneN) || (!doneP);\n\                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;\n\                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;\n\/*--------------------------------------------------------------------------*/\n\                    #if (FXAA_QUALITY_PS > 12)\n\                    if(doneNP) {\n\                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));\n\                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));\n\                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n\                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n\                        doneN = abs(lumaEndN) >= gradientScaled;\n\                        doneP = abs(lumaEndP) >= gradientScaled;\n\                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;\n\                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;\n\                        doneNP = (!doneN) || (!doneP);\n\                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;\n\                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;\n\/*--------------------------------------------------------------------------*/\n\                    }\n\                    #endif\n\/*--------------------------------------------------------------------------*/\n\                }\n\                #endif\n\/*--------------------------------------------------------------------------*/\n\            }\n\            #endif\n\/*--------------------------------------------------------------------------*/\n\        }\n\        #endif\n\/*--------------------------------------------------------------------------*/\n\    }\n\    #endif\n\/*--------------------------------------------------------------------------*/\n\                        }\n\                        #endif\n\/*--------------------------------------------------------------------------*/\n\                    }\n\                    #endif\n\/*--------------------------------------------------------------------------*/\n\                }\n\                #endif\n\/*--------------------------------------------------------------------------*/\n\            }\n\            #endif\n\/*--------------------------------------------------------------------------*/\n\        }\n\        #endif\n\/*--------------------------------------------------------------------------*/\n\    }\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat dstN = posM.x - posN.x;\n\    FxaaFloat dstP = posP.x - posM.x;\n\    if(!horzSpan) dstN = posM.y - posN.y;\n\    if(!horzSpan) dstP = posP.y - posM.y;\n\/*--------------------------------------------------------------------------*/\n\    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;\n\    FxaaFloat spanLength = (dstP + dstN);\n\    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;\n\    FxaaFloat spanLengthRcp = 1.0/spanLength;\n\/*--------------------------------------------------------------------------*/\n\    FxaaBool directionN = dstN < dstP;\n\    FxaaFloat dst = min(dstN, dstP);\n\    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;\n\    FxaaFloat subpixG = subpixF * subpixF;\n\    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;\n\    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;\n\/*--------------------------------------------------------------------------*/\n\    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;\n\    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);\n\    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;\n\    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;\n\    return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);\n\}\n\";
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