//----------------------------------------------------------------------------------
// File:        es3-kepler\FXAA/FXAA3_11.h
// SDK Version: v3.00 
// Email:       gameworks@nvidia.com
// Site:        http://developer.nvidia.com/
//
// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//----------------------------------------------------------------------------------

layout(location=0) in vec2 TexCoord;
layout(location=0) out vec4 FragColor;

layout(binding=0) uniform sampler2D InputTexture;

#ifdef FXAA_LUMA_PASS

void main()
{
	vec3 tex = texture(InputTexture, TexCoord).rgb;
	vec3 luma = vec3(0.299, 0.587, 0.114);
	FragColor = vec4(tex, dot(tex, luma));
}

#else // FXAA itself

//============================================================================
//                    NVIDIA FXAA 3.11 by TIMOTHY LOTTES
//============================================================================

#define FXAA_DISCARD 0

#define FXAA_GREEN_AS_LUMA 0

#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

#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)
	#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

#if (FXAA_GREEN_AS_LUMA == 0)
	FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
#else
	FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
#endif

#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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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
#elif (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

FxaaFloat4 FxaaPixelShader(FxaaFloat2 pos, FxaaTex tex, FxaaFloat2 fxaaQualityRcpFrame, 
	FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin)
{
	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
}

void main()
{
	FragColor = FxaaPixelShader(TexCoord, InputTexture, ReciprocalResolution, 0.75f, 0.166f, 0.0833f);
}

#endif // FXAA_LUMA_PASS