aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.Vulkan/Effects/Shaders/Fxaa.glsl
blob: f197c64ca1770cbe63c6a4e13ab85f2956384a25 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
/*============================================================================


                    NVIDIA FXAA 3.11 by TIMOTHY LOTTES


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

------------------------------------------------------------------------------
                           INTEGRATION CHECKLIST
------------------------------------------------------------------------------
(1.)
In the shader source, setup defines for the desired configuration.
When providing multiple shaders (for different presets),
simply setup the defines differently in multiple files.
Example,

  #define FXAA_PC 1
  #define FXAA_HLSL_5 1
  #define FXAA_QUALITY_PRESET 12

Or,

  #define FXAA_360 1
  
Or,

  #define FXAA_PS3 1
  
Etc.

(2.)
Then include this file,

  #include "Fxaa3_11.h"

(3.)
Then call the FXAA pixel shader from within your desired shader.
Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
As for FXAA 3.11 all inputs for all shaders are the same 
to enable easy porting between platforms.

  return FxaaPixelShader(...);

(4.)
Insure pass prior to FXAA outputs RGBL (see next section).
Or use,

  #define FXAA_GREEN_AS_LUMA 1

(5.)
Setup engine to provide the following constants
which are used in the FxaaPixelShader() inputs,

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

Look at the FXAA Quality FxaaPixelShader() for docs on inputs.

(6.)
Have FXAA vertex shader run as a full screen triangle,
and output "pos" and "fxaaConsolePosPos" 
such that inputs in the pixel shader provide,

  // {xy} = center of pixel
  FxaaFloat2 pos,

  // {xy_} = upper left of pixel
  // {_zw} = lower right of pixel
  FxaaFloat4 fxaaConsolePosPos,

(7.)
Insure the texture sampler(s) used by FXAA are set to bilinear filtering.


------------------------------------------------------------------------------
                    INTEGRATION - RGBL AND COLORSPACE
------------------------------------------------------------------------------
FXAA3 requires RGBL as input unless the following is set, 

  #define FXAA_GREEN_AS_LUMA 1

In which case the engine uses green in place of luma,
and requires RGB input is in a non-linear colorspace.

RGB should be LDR (low dynamic range).
Specifically do FXAA after tonemapping.

RGB data as returned by a texture fetch can be non-linear,
or linear when FXAA_GREEN_AS_LUMA is not set.
Note an "sRGB format" texture counts as linear,
because the result of a texture fetch is linear data.
Regular "RGBA8" textures in the sRGB colorspace are non-linear.

If FXAA_GREEN_AS_LUMA is not set,
luma must be stored in the alpha channel prior to running FXAA.
This luma should be in a perceptual space (could be gamma 2.0).
Example pass before FXAA where output is gamma 2.0 encoded,

  color.rgb = ToneMap(color.rgb); // linear color output
  color.rgb = sqrt(color.rgb);    // gamma 2.0 color output
  return color;

To use FXAA,

  color.rgb = ToneMap(color.rgb);  // linear color output
  color.rgb = sqrt(color.rgb);     // gamma 2.0 color output
  color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
  return color;

Another example where output is linear encoded,
say for instance writing to an sRGB formated render target,
where the render target does the conversion back to sRGB after blending,

  color.rgb = ToneMap(color.rgb); // linear color output
  return color;

To use FXAA,

  color.rgb = ToneMap(color.rgb); // linear color output
  color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
  return color;

Getting luma correct is required for the algorithm to work correctly.


------------------------------------------------------------------------------
                          BEING LINEARLY CORRECT?
------------------------------------------------------------------------------
Applying FXAA to a framebuffer with linear RGB color will look worse.
This is very counter intuitive, but happends to be true in this case.
The reason is because dithering artifacts will be more visiable 
in a linear colorspace.


------------------------------------------------------------------------------
                             COMPLEX INTEGRATION
------------------------------------------------------------------------------
Q. What if the engine is blending into RGB before wanting to run FXAA?

A. In the last opaque pass prior to FXAA,
   have the pass write out luma into alpha.
   Then blend into RGB only.
   FXAA should be able to run ok
   assuming the blending pass did not any add aliasing.
   This should be the common case for particles and common blending passes.

A. Or use FXAA_GREEN_AS_LUMA.

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

#version 430 core

layout(local_size_x = 16, local_size_y = 16) in;
layout(rgba8, binding = 0, set = 3) uniform image2D imgOutput;

layout(binding = 1, set = 2) uniform sampler2D inputImage;
layout(binding = 2) uniform invResolution
{
    vec2 invResolution_data;
};

#define FXAA_QUALITY_PRESET 12
#define FXAA_GREEN_AS_LUMA 1
#define FXAA_PC 1
#define FXAA_GLSL_130 1


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

                             INTEGRATION KNOBS

/*==========================================================================*/
#ifndef FXAA_PC
    //
    // FXAA Quality
    // The high quality PC algorithm.
    //
    #define FXAA_PC 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_120
    #define FXAA_GLSL_120 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_130
    #define FXAA_GLSL_130 0
#endif
/*==========================================================================*/
#ifndef FXAA_GREEN_AS_LUMA
    //
    // For those using non-linear color,
    // and either not able to get luma in alpha, or not wanting to,
    // this enables FXAA to run using green as a proxy for luma.
    // So with this enabled, no need to pack luma in alpha.
    //
    // This will turn off AA on anything which lacks some amount of green.
    // Pure red and blue or combination of only R and B, will get no AA.
    //
    // Might want to lower the settings for both,
    //    fxaaConsoleEdgeThresholdMin
    //    fxaaQualityEdgeThresholdMin
    // In order to insure AA does not get turned off on colors 
    // which contain a minor amount of green.
    //
    // 1 = On.
    // 0 = Off.
    //
    #define FXAA_GREEN_AS_LUMA 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_EARLY_EXIT
    //
    // Controls algorithm's early exit path.
    // On PS3 turning this ON adds 2 cycles to the shader.
    // On 360 turning this OFF adds 10ths of a millisecond to the shader.
    // Turning this off on console will result in a more blurry image.
    // So this defaults to on.
    //
    // 1 = On.
    // 0 = Off.
    //
    #define FXAA_EARLY_EXIT 1
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_DISCARD
    //
    // Only valid for PC OpenGL currently.
    // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
    //
    // 1 = Use discard on pixels which don't need AA.
    //     For APIs which enable concurrent TEX+ROP from same surface.
    // 0 = Return unchanged color on pixels which don't need AA.
    //
    #define FXAA_DISCARD 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_FAST_PIXEL_OFFSET
    //
    // Used for GLSL 120 only.
    //
    // 1 = GL API supports fast pixel offsets
    // 0 = do not use fast pixel offsets
    //
    #ifdef GL_EXT_gpu_shader4
        #define FXAA_FAST_PIXEL_OFFSET 1
    #endif
    #ifdef GL_NV_gpu_shader5
        #define FXAA_FAST_PIXEL_OFFSET 1
    #endif
    #ifdef GL_ARB_gpu_shader5
        #define FXAA_FAST_PIXEL_OFFSET 1
    #endif
    #ifndef FXAA_FAST_PIXEL_OFFSET
        #define FXAA_FAST_PIXEL_OFFSET 0
    #endif
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GATHER4_ALPHA
    //
    // 1 = API supports gather4 on alpha channel.
    // 0 = API does not support gather4 on alpha channel.
    //
    #if (FXAA_HLSL_5 == 1)
        #define FXAA_GATHER4_ALPHA 1
    #endif
    #ifdef GL_ARB_gpu_shader5
        #define FXAA_GATHER4_ALPHA 1
    #endif
    #ifdef GL_NV_gpu_shader5
        #define FXAA_GATHER4_ALPHA 1
    #endif
    #ifndef FXAA_GATHER4_ALPHA
        #define FXAA_GATHER4_ALPHA 0
    #endif
#endif

/*============================================================================
                        FXAA QUALITY - TUNING KNOBS
------------------------------------------------------------------------------
NOTE the other tuning knobs are now in the shader function inputs!
============================================================================*/
#ifndef FXAA_QUALITY_PRESET
    //
    // Choose the quality preset.
    // This needs to be compiled into the shader as it effects code.
    // Best option to include multiple presets is to 
    // in each shader define the preset, then include this file.
    // 
    // OPTIONS
    // -----------------------------------------------------------------------
    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
    // 39       - no dither, very expensive 
    //
    // NOTES
    // -----------------------------------------------------------------------
    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
    // 13 = about same speed as FXAA 3.9 and better than 12
    // 23 = closest to FXAA 3.9 visually and performance wise
    //  _ = the lowest digit is directly related to performance
    // _  = the highest digit is directly related to style
    // 
    #define FXAA_QUALITY_PRESET 12
#endif


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

                           FXAA QUALITY - PRESETS

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

/*============================================================================
                     FXAA QUALITY - MEDIUM DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY_PRESET == 10)
    #define FXAA_QUALITY_PS 3
    #define FXAA_QUALITY_P0 1.5
    #define FXAA_QUALITY_P1 3.0
    #define FXAA_QUALITY_P2 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 11)
    #define FXAA_QUALITY_PS 4
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 3.0
    #define FXAA_QUALITY_P3 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 12)
    #define FXAA_QUALITY_PS 5
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 4.0
    #define FXAA_QUALITY_P4 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 13)
    #define FXAA_QUALITY_PS 6
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 4.0
    #define FXAA_QUALITY_P5 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 14)
    #define FXAA_QUALITY_PS 7
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 4.0
    #define FXAA_QUALITY_P6 12.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 15)
    #define FXAA_QUALITY_PS 8
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 4.0
    #define FXAA_QUALITY_P7 12.0
#endif

/*============================================================================
                     FXAA QUALITY - LOW DITHER PRESETS
============================================================================*/
#if (FXAA_QUALITY_PRESET == 20)
    #define FXAA_QUALITY_PS 3
    #define FXAA_QUALITY_P0 1.5
    #define FXAA_QUALITY_P1 2.0
    #define FXAA_QUALITY_P2 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 21)
    #define FXAA_QUALITY_PS 4
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 22)
    #define FXAA_QUALITY_PS 5
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 23)
    #define FXAA_QUALITY_PS 6
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 24)
    #define FXAA_QUALITY_PS 7
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 3.0
    #define FXAA_QUALITY_P6 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 25)
    #define FXAA_QUALITY_PS 8
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 4.0
    #define FXAA_QUALITY_P7 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 26)
    #define FXAA_QUALITY_PS 9
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 4.0
    #define FXAA_QUALITY_P8 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 27)
    #define FXAA_QUALITY_PS 10
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 2.0
    #define FXAA_QUALITY_P8 4.0
    #define FXAA_QUALITY_P9 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 28)
    #define FXAA_QUALITY_PS 11
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 2.0
    #define FXAA_QUALITY_P8 2.0
    #define FXAA_QUALITY_P9 4.0
    #define FXAA_QUALITY_P10 8.0
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_QUALITY_PRESET == 29)
    #define FXAA_QUALITY_PS 12
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.5
    #define FXAA_QUALITY_P2 2.0
    #define FXAA_QUALITY_P3 2.0
    #define FXAA_QUALITY_P4 2.0
    #define FXAA_QUALITY_P5 2.0
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 2.0
    #define FXAA_QUALITY_P8 2.0
    #define FXAA_QUALITY_P9 2.0
    #define FXAA_QUALITY_P10 4.0
    #define FXAA_QUALITY_P11 8.0
#endif

/*============================================================================
                     FXAA QUALITY - EXTREME QUALITY
============================================================================*/
#if (FXAA_QUALITY_PRESET == 39)
    #define FXAA_QUALITY_PS 12
    #define FXAA_QUALITY_P0 1.0
    #define FXAA_QUALITY_P1 1.0
    #define FXAA_QUALITY_P2 1.0
    #define FXAA_QUALITY_P3 1.0
    #define FXAA_QUALITY_P4 1.0
    #define FXAA_QUALITY_P5 1.5
    #define FXAA_QUALITY_P6 2.0
    #define FXAA_QUALITY_P7 2.0
    #define FXAA_QUALITY_P8 2.0
    #define FXAA_QUALITY_P9 2.0
    #define FXAA_QUALITY_P10 4.0
    #define FXAA_QUALITY_P11 8.0
#endif



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

                                API PORTING

============================================================================*/
#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
    #define FxaaBool bool
    #define FxaaDiscard discard
    #define FxaaFloat float
    #define FxaaFloat2 vec2
    #define FxaaFloat3 vec3
    #define FxaaFloat4 vec4
    #define FxaaHalf float
    #define FxaaHalf2 vec2
    #define FxaaHalf3 vec3
    #define FxaaHalf4 vec4
    #define FxaaInt2 ivec2
    #define FxaaSat(x) clamp(x, 0.0, 1.0)
    #define FxaaTex sampler2D
#else
    #define FxaaBool bool
    #define FxaaDiscard clip(-1)
    #define FxaaFloat float
    #define FxaaFloat2 float2
    #define FxaaFloat3 float3
    #define FxaaFloat4 float4
    #define FxaaHalf half
    #define FxaaHalf2 half2
    #define FxaaHalf3 half3
    #define FxaaHalf4 half4
    #define FxaaSat(x) saturate(x)
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_GLSL_120 == 1)
    // Requires,
    //  #version 120
    // And at least,
    //  #extension GL_EXT_gpu_shader4 : enable
    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
    #if (FXAA_FAST_PIXEL_OFFSET == 1)
        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
    #else
        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
    #endif
    #if (FXAA_GATHER4_ALPHA == 1)
        // use #extension GL_ARB_gpu_shader5 : enable
        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
    #endif
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_GLSL_130 == 1)
    // Requires "#version 130" or better
    #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
    #if (FXAA_GATHER4_ALPHA == 1)
        // use #extension GL_ARB_gpu_shader5 : enable
        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
        #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
    #endif
#endif


/*============================================================================
                   GREEN AS LUMA OPTION SUPPORT FUNCTION
============================================================================*/
#if (FXAA_GREEN_AS_LUMA == 0)
    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
#else
    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
#endif    




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

                             FXAA3 QUALITY - PC

============================================================================*/
#if (FXAA_PC == 1)
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
    //
    // Use noperspective interpolation here (turn off perspective interpolation).
    // {xy} = center of pixel
    FxaaFloat2 pos,
    //
    // Used only for FXAA Console, and not used on the 360 version.
    // Use noperspective interpolation here (turn off perspective interpolation).
    // {xy_} = upper left of pixel
    // {_zw} = lower right of pixel
    FxaaFloat4 fxaaConsolePosPos,
    //
    // Input color texture.
    // {rgb_} = color in linear or perceptual color space
    // if (FXAA_GREEN_AS_LUMA == 0)
    //     {__a} = luma in perceptual color space (not linear)
    FxaaTex tex,
    //
    // Only used on the optimized 360 version of FXAA Console.
    // For everything but 360, just use the same input here as for "tex".
    // For 360, same texture, just alias with a 2nd sampler.
    // This sampler needs to have an exponent bias of -1.
    FxaaTex fxaaConsole360TexExpBiasNegOne,
    //
    // Only used on the optimized 360 version of FXAA Console.
    // For everything but 360, just use the same input here as for "tex".
    // For 360, same texture, just alias with a 3nd sampler.
    // This sampler needs to have an exponent bias of -2.
    FxaaTex fxaaConsole360TexExpBiasNegTwo,
    //
    // Only used on FXAA Quality.
    // This must be from a constant/uniform.
    // {x_} = 1.0/screenWidthInPixels
    // {_y} = 1.0/screenHeightInPixels
    FxaaFloat2 fxaaQualityRcpFrame,
    //
    // Only used on FXAA Console.
    // This must be from a constant/uniform.
    // This effects sub-pixel AA quality and inversely sharpness.
    //   Where N ranges between,
    //     N = 0.50 (default)
    //     N = 0.33 (sharper)
    // {x__} = -N/screenWidthInPixels  
    // {_y_} = -N/screenHeightInPixels
    // {_z_} =  N/screenWidthInPixels  
    // {__w} =  N/screenHeightInPixels 
    FxaaFloat4 fxaaConsoleRcpFrameOpt,
    //
    // Only used on FXAA Console.
    // Not used on 360, but used on PS3 and PC.
    // This must be from a constant/uniform.
    // {x__} = -2.0/screenWidthInPixels  
    // {_y_} = -2.0/screenHeightInPixels
    // {_z_} =  2.0/screenWidthInPixels  
    // {__w} =  2.0/screenHeightInPixels 
    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
    //
    // Only used on FXAA Console.
    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
    // This must be from a constant/uniform.
    // {x__} =  8.0/screenWidthInPixels  
    // {_y_} =  8.0/screenHeightInPixels
    // {_z_} = -4.0/screenWidthInPixels  
    // {__w} = -4.0/screenHeightInPixels 
    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY_SUBPIX define.
    // It is here now to allow easier tuning.
    // Choose the amount of sub-pixel aliasing removal.
    // This can effect sharpness.
    //   1.00 - upper limit (softer)
    //   0.75 - default amount of filtering
    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal)
    //   0.25 - almost off
    //   0.00 - completely off
    FxaaFloat fxaaQualitySubpix,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD define.
    // It is here now to allow easier tuning.
    // The minimum amount of local contrast required to apply algorithm.
    //   0.333 - too little (faster)
    //   0.250 - low quality
    //   0.166 - default
    //   0.125 - high quality 
    //   0.063 - overkill (slower)
    FxaaFloat fxaaQualityEdgeThreshold,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY_EDGE_THRESHOLD_MIN define.
    // It is here now to allow easier tuning.
    // Trims the algorithm from processing darks.
    //   0.0833 - upper limit (default, the start of visible unfiltered edges)
    //   0.0625 - high quality (faster)
    //   0.0312 - visible limit (slower)
    // Special notes when using FXAA_GREEN_AS_LUMA,
    //   Likely want to set this to zero.
    //   As colors that are mostly not-green
    //   will appear very dark in the green channel!
    //   Tune by looking at mostly non-green content,
    //   then start at zero and increase until aliasing is a problem.
    FxaaFloat fxaaQualityEdgeThresholdMin,
    // 
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE_EDGE_SHARPNESS define.
    // It is here now to allow easier tuning.
    // This does not effect PS3, as this needs to be compiled in.
    //   Use FXAA_CONSOLE_PS3_EDGE_SHARPNESS for PS3.
    //   Due to the PS3 being ALU bound,
    //   there are only three safe values here: 2 and 4 and 8.
    //   These options use the shaders ability to a free *|/ by 2|4|8.
    // For all other platforms can be a non-power of two.
    //   8.0 is sharper (default!!!)
    //   4.0 is softer
    //   2.0 is really soft (good only for vector graphics inputs)
    FxaaFloat fxaaConsoleEdgeSharpness,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD define.
    // It is here now to allow easier tuning.
    // This does not effect PS3, as this needs to be compiled in.
    //   Use FXAA_CONSOLE_PS3_EDGE_THRESHOLD for PS3.
    //   Due to the PS3 being ALU bound,
    //   there are only two safe values here: 1/4 and 1/8.
    //   These options use the shaders ability to a free *|/ by 2|4|8.
    // The console setting has a different mapping than the quality setting.
    // Other platforms can use other values.
    //   0.125 leaves less aliasing, but is softer (default!!!)
    //   0.25 leaves more aliasing, and is sharper
    FxaaFloat fxaaConsoleEdgeThreshold,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD_MIN define.
    // It is here now to allow easier tuning.
    // Trims the algorithm from processing darks.
    // The console setting has a different mapping than the quality setting.
    // This only applies when FXAA_EARLY_EXIT is 1.
    // This does not apply to PS3, 
    // PS3 was simplified to avoid more shader instructions.
    //   0.06 - faster but more aliasing in darks
    //   0.05 - default
    //   0.04 - slower and less aliasing in darks
    // Special notes when using FXAA_GREEN_AS_LUMA,
    //   Likely want to set this to zero.
    //   As colors that are mostly not-green
    //   will appear very dark in the green channel!
    //   Tune by looking at mostly non-green content,
    //   then start at zero and increase until aliasing is a problem.
    FxaaFloat fxaaConsoleEdgeThresholdMin,
    //    
    // Extra constants for 360 FXAA Console only.
    // Use zeros or anything else for other platforms.
    // These must be in physical constant registers and NOT immedates.
    // Immedates will result in compiler un-optimizing.
    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
    FxaaFloat4 fxaaConsole360ConstDir
) {
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posM;
    posM.x = pos.x;
    posM.y = pos.y;
    #if (FXAA_GATHER4_ALPHA == 1)
        #if (FXAA_DISCARD == 0)
            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
            #if (FXAA_GREEN_AS_LUMA == 0)
                #define lumaM rgbyM.w
            #else
                #define lumaM rgbyM.y
            #endif
        #endif
        #if (FXAA_GREEN_AS_LUMA == 0)
            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
        #else
            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
        #endif
        #if (FXAA_DISCARD == 1)
            #define lumaM luma4A.w
        #endif
        #define lumaE luma4A.z
        #define lumaS luma4A.x
        #define lumaSE luma4A.y
        #define lumaNW luma4B.w
        #define lumaN luma4B.z
        #define lumaW luma4B.x
    #else
        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
        #if (FXAA_GREEN_AS_LUMA == 0)
            #define lumaM rgbyM.w
        #else
            #define lumaM rgbyM.y
        #endif
        FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
    #endif
/*--------------------------------------------------------------------------*/
    FxaaFloat maxSM = max(lumaS, lumaM);
    FxaaFloat minSM = min(lumaS, lumaM);
    FxaaFloat maxESM = max(lumaE, maxSM);
    FxaaFloat minESM = min(lumaE, minSM);
    FxaaFloat maxWN = max(lumaN, lumaW);
    FxaaFloat minWN = min(lumaN, lumaW);
    FxaaFloat rangeMax = max(maxWN, maxESM);
    FxaaFloat rangeMin = min(minWN, minESM);
    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
    FxaaFloat range = rangeMax - rangeMin;
    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
    FxaaBool earlyExit = range < rangeMaxClamped;
/*--------------------------------------------------------------------------*/
    if(earlyExit)
        #if (FXAA_DISCARD == 1)
            FxaaDiscard;
        #else
            return rgbyM;
        #endif
/*--------------------------------------------------------------------------*/
    #if (FXAA_GATHER4_ALPHA == 0)
        FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
    #else
        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
    #endif
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNS = lumaN + lumaS;
    FxaaFloat lumaWE = lumaW + lumaE;
    FxaaFloat subpixRcpRange = 1.0/range;
    FxaaFloat subpixNSWE = lumaNS + lumaWE;
    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNESE = lumaNE + lumaSE;
    FxaaFloat lumaNWNE = lumaNW + lumaNE;
    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNWSW = lumaNW + lumaSW;
    FxaaFloat lumaSWSE = lumaSW + lumaSE;
    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
/*--------------------------------------------------------------------------*/
    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
    FxaaBool horzSpan = edgeHorz >= edgeVert;
    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
/*--------------------------------------------------------------------------*/
    if(!horzSpan) lumaN = lumaW;
    if(!horzSpan) lumaS = lumaE;
    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
/*--------------------------------------------------------------------------*/
    FxaaFloat gradientN = lumaN - lumaM;
    FxaaFloat gradientS = lumaS - lumaM;
    FxaaFloat lumaNN = lumaN + lumaM;
    FxaaFloat lumaSS = lumaS + lumaM;
    FxaaBool pairN = abs(gradientN) >= abs(gradientS);
    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
    if(pairN) lengthSign = -lengthSign;
    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posB;
    posB.x = posM.x;
    posB.y = posM.y;
    FxaaFloat2 offNP;
    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
    if(!horzSpan) posB.x += lengthSign * 0.5;
    if( horzSpan) posB.y += lengthSign * 0.5;
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posN;
    posN.x = posB.x - offNP.x * FXAA_QUALITY_P0;
    posN.y = posB.y - offNP.y * FXAA_QUALITY_P0;
    FxaaFloat2 posP;
    posP.x = posB.x + offNP.x * FXAA_QUALITY_P0;
    posP.y = posB.y + offNP.y * FXAA_QUALITY_P0;
    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
    FxaaFloat subpixE = subpixC * subpixC;
    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
/*--------------------------------------------------------------------------*/
    if(!pairN) lumaNN = lumaSS;
    FxaaFloat gradientScaled = gradient * 1.0/4.0;
    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
    FxaaFloat subpixF = subpixD * subpixE;
    FxaaBool lumaMLTZero = lumaMM < 0.0;
/*--------------------------------------------------------------------------*/
    lumaEndN -= lumaNN * 0.5;
    lumaEndP -= lumaNN * 0.5;
    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P1;
    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P1;
    FxaaBool doneNP = (!doneN) || (!doneP);
    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P1;
    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P1;
/*--------------------------------------------------------------------------*/
    if(doneNP) {
        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
        doneN = abs(lumaEndN) >= gradientScaled;
        doneP = abs(lumaEndP) >= gradientScaled;
        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P2;
        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P2;
        doneNP = (!doneN) || (!doneP);
        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P2;
        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P2;
/*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PS > 3)
        if(doneNP) {
            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
            doneN = abs(lumaEndN) >= gradientScaled;
            doneP = abs(lumaEndP) >= gradientScaled;
            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P3;
            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P3;
            doneNP = (!doneN) || (!doneP);
            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P3;
            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P3;
/*--------------------------------------------------------------------------*/
            #if (FXAA_QUALITY_PS > 4)
            if(doneNP) {
                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                doneN = abs(lumaEndN) >= gradientScaled;
                doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P4;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P4;
                doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P4;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P4;
/*--------------------------------------------------------------------------*/
                #if (FXAA_QUALITY_PS > 5)
                if(doneNP) {
                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                    doneN = abs(lumaEndN) >= gradientScaled;
                    doneP = abs(lumaEndP) >= gradientScaled;
                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P5;
                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P5;
                    doneNP = (!doneN) || (!doneP);
                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P5;
                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P5;
/*--------------------------------------------------------------------------*/
                    #if (FXAA_QUALITY_PS > 6)
                    if(doneNP) {
                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                        doneN = abs(lumaEndN) >= gradientScaled;
                        doneP = abs(lumaEndP) >= gradientScaled;
                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P6;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P6;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P6;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P6;
/*--------------------------------------------------------------------------*/
                        #if (FXAA_QUALITY_PS > 7)
                        if(doneNP) {
                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                            doneN = abs(lumaEndN) >= gradientScaled;
                            doneP = abs(lumaEndP) >= gradientScaled;
                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P7;
                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P7;
                            doneNP = (!doneN) || (!doneP);
                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P7;
                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P7;
/*--------------------------------------------------------------------------*/
    #if (FXAA_QUALITY_PS > 8)
    if(doneNP) {
        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
        doneN = abs(lumaEndN) >= gradientScaled;
        doneP = abs(lumaEndP) >= gradientScaled;
        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P8;
        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P8;
        doneNP = (!doneN) || (!doneP);
        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P8;
        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P8;
/*--------------------------------------------------------------------------*/
        #if (FXAA_QUALITY_PS > 9)
        if(doneNP) {
            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
            doneN = abs(lumaEndN) >= gradientScaled;
            doneP = abs(lumaEndP) >= gradientScaled;
            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P9;
            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P9;
            doneNP = (!doneN) || (!doneP);
            if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P9;
            if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P9;
/*--------------------------------------------------------------------------*/
            #if (FXAA_QUALITY_PS > 10)
            if(doneNP) {
                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                doneN = abs(lumaEndN) >= gradientScaled;
                doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P10;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P10;
                doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P10;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P10;
/*--------------------------------------------------------------------------*/
                #if (FXAA_QUALITY_PS > 11)
                if(doneNP) {
                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                    doneN = abs(lumaEndN) >= gradientScaled;
                    doneP = abs(lumaEndP) >= gradientScaled;
                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
                    doneNP = (!doneN) || (!doneP);
                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
/*--------------------------------------------------------------------------*/
                    #if (FXAA_QUALITY_PS > 12)
                    if(doneNP) {
                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                        doneN = abs(lumaEndN) >= gradientScaled;
                        doneP = abs(lumaEndP) >= gradientScaled;
                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P12;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P12;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P12;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P12;
/*--------------------------------------------------------------------------*/
                    }
                    #endif
/*--------------------------------------------------------------------------*/
                }
                #endif
/*--------------------------------------------------------------------------*/
            }
            #endif
/*--------------------------------------------------------------------------*/
        }
        #endif
/*--------------------------------------------------------------------------*/
    }
    #endif
/*--------------------------------------------------------------------------*/
                        }
                        #endif
/*--------------------------------------------------------------------------*/
                    }
                    #endif
/*--------------------------------------------------------------------------*/
                }
                #endif
/*--------------------------------------------------------------------------*/
            }
            #endif
/*--------------------------------------------------------------------------*/
        }
        #endif
/*--------------------------------------------------------------------------*/
    }
/*--------------------------------------------------------------------------*/
    FxaaFloat dstN = posM.x - posN.x;
    FxaaFloat dstP = posP.x - posM.x;
    if(!horzSpan) dstN = posM.y - posN.y;
    if(!horzSpan) dstP = posP.y - posM.y;
/*--------------------------------------------------------------------------*/
    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
    FxaaFloat spanLength = (dstP + dstN);
    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
    FxaaFloat spanLengthRcp = 1.0/spanLength;
/*--------------------------------------------------------------------------*/
    FxaaBool directionN = dstN < dstP;
    FxaaFloat dst = min(dstN, dstP);
    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
    FxaaFloat subpixG = subpixF * subpixF;
    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
/*--------------------------------------------------------------------------*/
    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
    #if (FXAA_DISCARD == 1)
        return FxaaTexTop(tex, posM);
    #else
        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
    #endif
}
/*==========================================================================*/
#endif

vec4 mainImage(vec2 fragCoord)
{
    vec2 rcpFrame = 1./invResolution_data.xy;
  	vec2 uv2 = fragCoord.xy / invResolution_data.xy;

    float fxaaQualitySubpix = 0.75;  // [0..1], default 0.75
    float fxaaQualityEdgeThreshold = 0.166;  // [0.125..0.33], default 0.166
    float fxaaQualityEdgeThresholdMin = 0.02;//0.0625; // ?
    vec4 dummy4 =  vec4(0.0,0.0,0.0,0.0);
    float dummy1 = 0.0;

    vec4 col = FxaaPixelShader(uv2, dummy4,
                                    inputImage, inputImage, inputImage,
                                    rcpFrame, dummy4, dummy4, dummy4,
                                    fxaaQualitySubpix, fxaaQualityEdgeThreshold,
                                    fxaaQualityEdgeThresholdMin,
                                    dummy1, dummy1, dummy1, dummy4);

    vec4 fragColor = vec4( col.xyz, 1. );

    return fragColor;
}

void main()
{
    ivec2 loc = ivec2(gl_GlobalInvocationID.x * 4, gl_GlobalInvocationID.y * 4);
    for(int i = 0; i < 4; i++)
    {
        for(int j = 0; j < 4; j++)
        {
            ivec2 texelCoord = ivec2(loc.x + i, loc.y + j);
            vec4 outColor = mainImage(texelCoord + vec2(0.5));
            imageStore(imgOutput, texelCoord, outColor);
        }
    }
}