#version 130

// Our GLSL adoptation of:
//
// * Removed all unrelated code (such as HLSL or console implementations).
// * Removed unused macro (such as FXAA_DISCARD, FXAA_GATHER4_ALPHA, ...).
// * Luma calculated by 3 components instead of the only green one.

#include "common/fragment.h"
#include "common/stage.h"

#define FXAA_QUALITY__PRESET 10

//
//                  NVIDIA FXAA 3.11 by TIMOTHY LOTTES
//
// 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.
//

/*============================================================================
                           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

#define FxaaTexTop(t, p) textureLod((t), (p), 0.0)
#define FxaaTexOff(t, p, o, r) textureLod((t), (p) + (o) * (r), 0.0)
#define FxaaLuma(rgba) dot((rgba).rgb, vec3(0.299, 0.587, 0.114))

vec4 FxaaPixelShader(
    //
    // Use noperspective interpolation here (turn off perspective interpolation).
    // {xy} = center of pixel
    vec2 pos,
    //
    // Input color texture.
    // {rgb_} = color in linear or perceptual color space
    sampler2D tex,
    //
    // Only used on FXAA Quality.
    // This must be from a constant/uniform.
    // {x_} = 1.0/screenWidthInPixels
    // {_y} = 1.0/screenHeightInPixels
    vec2 fxaaQualityRcpFrame,
    //
    // 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
    float fxaaQualitySubpix,
    //
    // 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)
    float fxaaQualityEdgeThreshold,
    //
    // 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)
    float fxaaQualityEdgeThresholdMin)
{
/*--------------------------------------------------------------------------*/
    vec2 posM;
    posM.x = pos.x;
    posM.y = pos.y;
    vec4 rgbyM = FxaaTexTop(tex, posM);
    float lumaM = FxaaLuma(rgbyM);
    float lumaS = FxaaLuma(FxaaTexOff(tex, posM, vec2(0, 1), fxaaQualityRcpFrame.xy));
    float lumaE = FxaaLuma(FxaaTexOff(tex, posM, vec2(1, 0), fxaaQualityRcpFrame.xy));
    float lumaN = FxaaLuma(FxaaTexOff(tex, posM, vec2(0, -1), fxaaQualityRcpFrame.xy));
    float lumaW = FxaaLuma(FxaaTexOff(tex, posM, vec2(-1, 0), fxaaQualityRcpFrame.xy));
/*--------------------------------------------------------------------------*/
    float maxSM = max(lumaS, lumaM);
    float minSM = min(lumaS, lumaM);
    float maxESM = max(lumaE, maxSM);
    float minESM = min(lumaE, minSM);
    float maxWN = max(lumaN, lumaW);
    float minWN = min(lumaN, lumaW);
    float rangeMax = max(maxWN, maxESM);
    float rangeMin = min(minWN, minESM);
    float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
    float range = rangeMax - rangeMin;
    float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
    bool earlyExit = range < rangeMaxClamped;
/*--------------------------------------------------------------------------*/
    if(earlyExit)
        return rgbyM;
/*--------------------------------------------------------------------------*/
    float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, vec2(-1,-1), fxaaQualityRcpFrame.xy));
    float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, vec2( 1, 1), fxaaQualityRcpFrame.xy));
    float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, vec2( 1,-1), fxaaQualityRcpFrame.xy));
    float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, vec2(-1, 1), fxaaQualityRcpFrame.xy));
/*--------------------------------------------------------------------------*/
    float lumaNS = lumaN + lumaS;
    float lumaWE = lumaW + lumaE;
    float subpixRcpRange = 1.0/range;
    float subpixNSWE = lumaNS + lumaWE;
    float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
    float edgeVert1 = (-2.0 * lumaM) + lumaWE;
/*--------------------------------------------------------------------------*/
    float lumaNESE = lumaNE + lumaSE;
    float lumaNWNE = lumaNW + lumaNE;
    float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
    float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
/*--------------------------------------------------------------------------*/
    float lumaNWSW = lumaNW + lumaSW;
    float lumaSWSE = lumaSW + lumaSE;
    float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
    float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
    float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
    float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
    float edgeHorz = abs(edgeHorz3) + edgeHorz4;
    float edgeVert = abs(edgeVert3) + edgeVert4;
/*--------------------------------------------------------------------------*/
    float subpixNWSWNESE = lumaNWSW + lumaNESE;
    float lengthSign = fxaaQualityRcpFrame.x;
    bool horzSpan = edgeHorz >= edgeVert;
    float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
/*--------------------------------------------------------------------------*/
    if(!horzSpan) lumaN = lumaW;
    if(!horzSpan) lumaS = lumaE;
    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
    float subpixB = (subpixA * (1.0/12.0)) - lumaM;
/*--------------------------------------------------------------------------*/
    float gradientN = lumaN - lumaM;
    float gradientS = lumaS - lumaM;
    float lumaNN = lumaN + lumaM;
    float lumaSS = lumaS + lumaM;
    bool pairN = abs(gradientN) >= abs(gradientS);
    float gradient = max(abs(gradientN), abs(gradientS));
    if(pairN) lengthSign = -lengthSign;
    float subpixC = clamp(abs(subpixB) * subpixRcpRange, 0.0, 1.0);
/*--------------------------------------------------------------------------*/
    vec2 posB;
    posB.x = posM.x;
    posB.y = posM.y;
    vec2 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;
/*--------------------------------------------------------------------------*/
    vec2 posN;
    posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
    posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
    vec2 posP;
    posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
    posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
    float subpixD = ((-2.0)*subpixC) + 3.0;
    float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
    float subpixE = subpixC * subpixC;
    float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
/*--------------------------------------------------------------------------*/
    if(!pairN) lumaNN = lumaSS;
    float gradientScaled = gradient * 1.0/4.0;
    float lumaMM = lumaM - lumaNN * 0.5;
    float subpixF = subpixD * subpixE;
    bool lumaMLTZero = lumaMM < 0.0;
/*--------------------------------------------------------------------------*/
    lumaEndN -= lumaNN * 0.5;
    lumaEndP -= lumaNN * 0.5;
    bool doneN = abs(lumaEndN) >= gradientScaled;
    bool doneP = abs(lumaEndP) >= gradientScaled;
    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
    bool 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
/*--------------------------------------------------------------------------*/
    }
/*--------------------------------------------------------------------------*/
    float dstN = posM.x - posN.x;
    float dstP = posP.x - posM.x;
    if(!horzSpan) dstN = posM.y - posN.y;
    if(!horzSpan) dstP = posP.y - posM.y;
/*--------------------------------------------------------------------------*/
    bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
    float spanLength = (dstP + dstN);
    bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
    float spanLengthRcp = 1.0/spanLength;
/*--------------------------------------------------------------------------*/
    bool directionN = dstN < dstP;
    float dst = min(dstN, dstP);
    bool goodSpan = directionN ? goodSpanN : goodSpanP;
    float subpixG = subpixF * subpixF;
    float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
    float subpixH = subpixG * fxaaQualitySubpix;
/*--------------------------------------------------------------------------*/
    float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
    float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
    return vec4(FxaaTexTop(tex, posM).xyz, lumaM);
}

BEGIN_DRAW_TEXTURES
	TEXTURE_2D(0, renderedTex)
END_DRAW_TEXTURES

BEGIN_DRAW_UNIFORMS
	UNIFORM(float, width)
	UNIFORM(float, height)
END_DRAW_UNIFORMS

VERTEX_OUTPUT(0, vec2, v_tex);

void main()
{
    // See comment for the FxaaPixelShader function.
    const float fxaaQualitySubpix = 0.75;
    const float fxaaQualityEdgeThreshold = 0.125;
    const float fxaaQualityEdgeThresholdMin = 0.0312;
    OUTPUT_FRAGMENT_SINGLE_COLOR(FxaaPixelShader(
        v_tex, GET_DRAW_TEXTURE_2D(renderedTex),
        vec2(1.0, 1.0) / vec2(width, height),
        fxaaQualitySubpix,
        fxaaQualityEdgeThreshold,
        fxaaQualityEdgeThresholdMin));
}
