/*============================================================================
                    NVIDIA FXAA 3.11 by TIMOTHY LOTTES
------------------------------------------------------------------------------
COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
------------------------------------------------------------------------------
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.
============================================================================*/

#define FXAA_QUALITY__PRESET 12
 
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat4 vec4
#define FxaaTex sampler2D

FxaaFloat2 fxaaQualityRcpFrame;
FxaaFloat4 fxaaConsoleRcpFrameOpt;
FxaaFloat4 fxaaConsoleRcpFrameOpt2;
FxaaFloat4 fxaaConsole360RcpFrameOpt2;
FxaaFloat fxaaQualitySubpix;
FxaaFloat fxaaQualityEdgeThreshold;
FxaaFloat fxaaQualityEdgeThresholdMin;
FxaaFloat fxaaConsoleEdgeSharpness;
FxaaFloat fxaaConsoleEdgeThreshold;
FxaaFloat fxaaConsoleEdgeThresholdMin;
FxaaFloat4 fxaaConsole360ConstDir;


/*============================================================================
                             INTEGRATION KNOBS
============================================================================*/
#ifndef FXAA_PC
    //
    // FXAA Quality
    // The high quality PC algorithm.
    //
    #define FXAA_PC 1
#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


/*============================================================================
                             FXAA3 QUALITY - PC
============================================================================*/
#if (FXAA_PC == 1)

/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
    //
    // Use noperspective interpolation here (turn off perspective interpolation).
    // {xy} = center of pixel
    FxaaFloat2 pos,
    //
    // Used only for FXAA Console, and not used on the 360 version.
    // Use noperspective interpolation here (turn off perspective interpolation).
    // {xy__} = upper left of pixel
    // {__zw} = lower right of pixel
    FxaaFloat4 fxaaConsolePosPos,
    //
    // Input color texture.
    // {rgb_} = color in linear or perceptual color space
    // if (FXAA_GREEN_AS_LUMA == 0)
    //     {___a} = luma in perceptual color space (not linear)
    FxaaTex tex,
    //
    // Only used on the optimized 360 version of FXAA Console.
    // For everything but 360, just use the same input here as for "tex".
    // For 360, same texture, just alias with a 2nd sampler.
    // This sampler needs to have an exponent bias of -1.
    FxaaTex fxaaConsole360TexExpBiasNegOne,
    //
    // Only used on the optimized 360 version of FXAA Console.
    // For everything but 360, just use the same input here as for "tex".
    // For 360, same texture, just alias with a 3nd sampler.
    // This sampler needs to have an exponent bias of -2.
    FxaaTex fxaaConsole360TexExpBiasNegTwo,
    //
    // Only used on FXAA Quality.
    // This must be from a constant/uniform.
    // {x_} = 1.0/screenWidthInPixels
    // {_y} = 1.0/screenHeightInPixels
    FxaaFloat2 fxaaQualityRcpFrame,
    //
    // Only used on FXAA Console.
    // This must be from a constant/uniform.
    // This effects sub-pixel AA quality and inversely sharpness.
    //   Where N ranges between,
    //     N = 0.50 (default)
    //     N = 0.33 (sharper)
    // {x___} = -N/screenWidthInPixels  
    // {_y__} = -N/screenHeightInPixels
    // {__z_} =  N/screenWidthInPixels  
    // {___w} =  N/screenHeightInPixels 
    FxaaFloat4 fxaaConsoleRcpFrameOpt,
    //
    // Only used on FXAA Console.
    // Not used on 360, but used on PS3 and PC.
    // This must be from a constant/uniform.
    // {x___} = -2.0/screenWidthInPixels  
    // {_y__} = -2.0/screenHeightInPixels
    // {__z_} =  2.0/screenWidthInPixels  
    // {___w} =  2.0/screenHeightInPixels 
    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
    //
    // Only used on FXAA Console.
    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
    // This must be from a constant/uniform.
    // {x___} =  8.0/screenWidthInPixels  
    // {_y__} =  8.0/screenHeightInPixels
    // {__z_} = -4.0/screenWidthInPixels  
    // {___w} = -4.0/screenHeightInPixels 
    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY__SUBPIX define.
    // It is here now to allow easier tuning.
    // Choose the amount of sub-pixel aliasing removal.
    // This can effect sharpness.
    //   1.00 - upper limit (softer)
    //   0.75 - default amount of filtering
    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)
    //   0.25 - almost off
    //   0.00 - completely off
    FxaaFloat fxaaQualitySubpix,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
    // It is here now to allow easier tuning.
    // The minimum amount of local contrast required to apply algorithm.
    //   0.333 - too little (faster)
    //   0.250 - low quality
    //   0.166 - default
    //   0.125 - high quality 
    //   0.063 - overkill (slower)
    FxaaFloat fxaaQualityEdgeThreshold,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
    // It is here now to allow easier tuning.
    // Trims the algorithm from processing darks.
    //   0.0833 - upper limit (default, the start of visible unfiltered edges)
    //   0.0625 - high quality (faster)
    //   0.0312 - visible limit (slower)
    // Special notes when using FXAA_GREEN_AS_LUMA,
    //   Likely want to set this to zero.
    //   As colors that are mostly not-green
    //   will appear very dark in the green channel!
    //   Tune by looking at mostly non-green content,
    //   then start at zero and increase until aliasing is a problem.
    FxaaFloat fxaaQualityEdgeThresholdMin,
    // 
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
    // It is here now to allow easier tuning.
    // This does not effect PS3, as this needs to be compiled in.
    //   Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
    //   Due to the PS3 being ALU bound,
    //   there are only three safe values here: 2 and 4 and 8.
    //   These options use the shaders ability to a free *|/ by 2|4|8.
    // For all other platforms can be a non-power of two.
    //   8.0 is sharper (default!!!)
    //   4.0 is softer
    //   2.0 is really soft (good only for vector graphics inputs)
    FxaaFloat fxaaConsoleEdgeSharpness,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
    // It is here now to allow easier tuning.
    // This does not effect PS3, as this needs to be compiled in.
    //   Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
    //   Due to the PS3 being ALU bound,
    //   there are only two safe values here: 1/4 and 1/8.
    //   These options use the shaders ability to a free *|/ by 2|4|8.
    // The console setting has a different mapping than the quality setting.
    // Other platforms can use other values.
    //   0.125 leaves less aliasing, but is softer (default!!!)
    //   0.25 leaves more aliasing, and is sharper
    FxaaFloat fxaaConsoleEdgeThreshold,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
    // It is here now to allow easier tuning.
    // Trims the algorithm from processing darks.
    // The console setting has a different mapping than the quality setting.
    // This only applies when FXAA_EARLY_EXIT is 1.
    // This does not apply to PS3, 
    // PS3 was simplified to avoid more shader instructions.
    //   0.06 - faster but more aliasing in darks
    //   0.05 - default
    //   0.04 - slower and less aliasing in darks
    // Special notes when using FXAA_GREEN_AS_LUMA,
    //   Likely want to set this to zero.
    //   As colors that are mostly not-green
    //   will appear very dark in the green channel!
    //   Tune by looking at mostly non-green content,
    //   then start at zero and increase until aliasing is a problem.
    FxaaFloat fxaaConsoleEdgeThresholdMin,
    //    
    // Extra constants for 360 FXAA Console only.
    // Use zeros or anything else for other platforms.
    // These must be in physical constant registers and NOT immedates.
    // Immedates will result in compiler un-optimizing.
    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
    FxaaFloat4 fxaaConsole360ConstDir
) {
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posM;
    posM.x = pos.x;
    posM.y = pos.y;
    #if (FXAA_GATHER4_ALPHA == 1)
        #if (FXAA_DISCARD == 0)
            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
            #if (FXAA_GREEN_AS_LUMA == 0)
                #define lumaM rgbyM.w
            #else
                #define lumaM rgbyM.y
            #endif
        #endif
        #if (FXAA_GREEN_AS_LUMA == 0)
            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
        #else
            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
        #endif
        #if (FXAA_DISCARD == 1)
            #define lumaM luma4A.w
        #endif
        #define lumaE luma4A.z
        #define lumaS luma4A.x
        #define lumaSE luma4A.y
        #define lumaNW luma4B.w
        #define lumaN luma4B.z
        #define lumaW luma4B.x
    #else
        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
        #if (FXAA_GREEN_AS_LUMA == 0)
            #define lumaM rgbyM.w
        #else
            #define lumaM rgbyM.y
        #endif
        FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
    #endif
/*--------------------------------------------------------------------------*/
    FxaaFloat maxSM = max(lumaS, lumaM);
    FxaaFloat minSM = min(lumaS, lumaM);
    FxaaFloat maxESM = max(lumaE, maxSM);
    FxaaFloat minESM = min(lumaE, minSM);
    FxaaFloat maxWN = max(lumaN, lumaW);
    FxaaFloat minWN = min(lumaN, lumaW);
    FxaaFloat rangeMax = max(maxWN, maxESM);
    FxaaFloat rangeMin = min(minWN, minESM);
    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
    FxaaFloat range = rangeMax - rangeMin;
    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
    FxaaBool earlyExit = range < rangeMaxClamped;
/*--------------------------------------------------------------------------*/
    if(earlyExit)
        #if (FXAA_DISCARD == 1)
            FxaaDiscard;
        #else
            return rgbyM;
        #endif
/*--------------------------------------------------------------------------*/
    #if (FXAA_GATHER4_ALPHA == 0)
        FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
    #else
        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
    #endif
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNS = lumaN + lumaS;
    FxaaFloat lumaWE = lumaW + lumaE;
    FxaaFloat subpixRcpRange = 1.0/range;
    FxaaFloat subpixNSWE = lumaNS + lumaWE;
    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNESE = lumaNE + lumaSE;
    FxaaFloat lumaNWNE = lumaNW + lumaNE;
    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNWSW = lumaNW + lumaSW;
    FxaaFloat lumaSWSE = lumaSW + lumaSE;
    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
/*--------------------------------------------------------------------------*/
    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
    FxaaBool horzSpan = edgeHorz >= edgeVert;
    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
/*--------------------------------------------------------------------------*/
    if(!horzSpan) lumaN = lumaW;
    if(!horzSpan) lumaS = lumaE;
    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
/*--------------------------------------------------------------------------*/
    FxaaFloat gradientN = lumaN - lumaM;
    FxaaFloat gradientS = lumaS - lumaM;
    FxaaFloat lumaNN = lumaN + lumaM;
    FxaaFloat lumaSS = lumaS + lumaM;
    FxaaBool pairN = abs(gradientN) >= abs(gradientS);
    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
    if(pairN) lengthSign = -lengthSign;
    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posB;
    posB.x = posM.x;
    posB.y = posM.y;
    FxaaFloat2 offNP;
    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
    if(!horzSpan) posB.x += lengthSign * 0.5;
    if( horzSpan) posB.y += lengthSign * 0.5;
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posN;
    posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
    posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
    FxaaFloat2 posP;
    posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
    posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
    FxaaFloat subpixE = subpixC * subpixC;
    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
/*--------------------------------------------------------------------------*/
    if(!pairN) lumaNN = lumaSS;
    FxaaFloat gradientScaled = gradient * 1.0/4.0;
    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
    FxaaFloat subpixF = subpixD * subpixE;
    FxaaBool lumaMLTZero = lumaMM < 0.0;
/*--------------------------------------------------------------------------*/
    lumaEndN -= lumaNN * 0.5;
    lumaEndP -= lumaNN * 0.5;
    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
    FxaaBool doneNP = (!doneN) || (!doneP);
    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
/*--------------------------------------------------------------------------*/
    if(doneNP) {
        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
        doneN = abs(lumaEndN) >= gradientScaled;
        doneP = abs(lumaEndP) >= gradientScaled;
        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
        doneNP = (!doneN) || (!doneP);
        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
/*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY__PS > 3)
        if(doneNP) {
            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
            doneN = abs(lumaEndN) >= gradientScaled;
            doneP = abs(lumaEndP) >= gradientScaled;
            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
            doneNP = (!doneN) || (!doneP);
            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
/*--------------------------------------------------------------------------*/
            #if (FXAA_QUALITY__PS > 4)
            if(doneNP) {
                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                doneN = abs(lumaEndN) >= gradientScaled;
                doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
                doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
/*--------------------------------------------------------------------------*/
                #if (FXAA_QUALITY__PS > 5)
                if(doneNP) {
                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                    doneN = abs(lumaEndN) >= gradientScaled;
                    doneP = abs(lumaEndP) >= gradientScaled;
                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
                    doneNP = (!doneN) || (!doneP);
                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
/*--------------------------------------------------------------------------*/
                    #if (FXAA_QUALITY__PS > 6)
                    if(doneNP) {
                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                        doneN = abs(lumaEndN) >= gradientScaled;
                        doneP = abs(lumaEndP) >= gradientScaled;
                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
/*--------------------------------------------------------------------------*/
                        #if (FXAA_QUALITY__PS > 7)
                        if(doneNP) {
                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                            doneN = abs(lumaEndN) >= gradientScaled;
                            doneP = abs(lumaEndP) >= gradientScaled;
                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
                            doneNP = (!doneN) || (!doneP);
                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
/*--------------------------------------------------------------------------*/
    #if (FXAA_QUALITY__PS > 8)
    if(doneNP) {
        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
        doneN = abs(lumaEndN) >= gradientScaled;
        doneP = abs(lumaEndP) >= gradientScaled;
        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
        doneNP = (!doneN) || (!doneP);
        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
/*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY__PS > 9)
        if(doneNP) {
            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
            doneN = abs(lumaEndN) >= gradientScaled;
            doneP = abs(lumaEndP) >= gradientScaled;
            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
            doneNP = (!doneN) || (!doneP);
            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
/*--------------------------------------------------------------------------*/
            #if (FXAA_QUALITY__PS > 10)
            if(doneNP) {
                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                doneN = abs(lumaEndN) >= gradientScaled;
                doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
                doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
/*--------------------------------------------------------------------------*/
                #if (FXAA_QUALITY__PS > 11)
                if(doneNP) {
                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                    doneN = abs(lumaEndN) >= gradientScaled;
                    doneP = abs(lumaEndP) >= gradientScaled;
                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
                    doneNP = (!doneN) || (!doneP);
                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
/*--------------------------------------------------------------------------*/
                    #if (FXAA_QUALITY__PS > 12)
                    if(doneNP) {
                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                        doneN = abs(lumaEndN) >= gradientScaled;
                        doneP = abs(lumaEndP) >= gradientScaled;
                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
/*--------------------------------------------------------------------------*/
                    }
                    #endif
/*--------------------------------------------------------------------------*/
                }
                #endif
/*--------------------------------------------------------------------------*/
            }
            #endif
/*--------------------------------------------------------------------------*/
        }
        #endif
/*--------------------------------------------------------------------------*/
    }
    #endif
/*--------------------------------------------------------------------------*/
                        }
                        #endif
/*--------------------------------------------------------------------------*/
                    }
                    #endif
/*--------------------------------------------------------------------------*/
                }
                #endif
/*--------------------------------------------------------------------------*/
            }
            #endif
/*--------------------------------------------------------------------------*/
        }
        #endif
/*--------------------------------------------------------------------------*/
    }
/*--------------------------------------------------------------------------*/
    FxaaFloat dstN = posM.x - posN.x;
    FxaaFloat dstP = posP.x - posM.x;
    if(!horzSpan) dstN = posM.y - posN.y;
    if(!horzSpan) dstP = posP.y - posM.y;
/*--------------------------------------------------------------------------*/
    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
    FxaaFloat spanLength = (dstP + dstN);
    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
    FxaaFloat spanLengthRcp = 1.0/spanLength;
/*--------------------------------------------------------------------------*/
    FxaaBool directionN = dstN < dstP;
    FxaaFloat dst = min(dstN, dstP);
    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
    FxaaFloat subpixG = subpixF * subpixF;
    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
/*--------------------------------------------------------------------------*/
    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
    #if (FXAA_DISCARD == 1)
        return FxaaTexTop(tex, posM);
    #else
        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
    #endif
}
/*==========================================================================*/
#endif