summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
blob: 16e23a3da78aba05054e4faaa1c09c47f84b6dc5 (plain)
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
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
/**
 * @file fxaaF.glsl
 *
 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2007, Linden Research, Inc.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 *
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable

/*[EXTRA_CODE_HERE]*/

out vec4 frag_color;

#define FXAA_PC 1
//#define FXAA_GLSL_130 1
#define FXAA_QUALITY__PRESET 12

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


                    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.

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

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

                             INTEGRATION KNOBS

============================================================================*/
//
// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
// FXAA_360_OPT is a prototype for the new optimized 360 version.
//
// 1 = Use API.
// 0 = Don't use API.
//
/*--------------------------------------------------------------------------*/
#ifndef FXAA_PS3
    #define FXAA_PS3 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_360
    #define FXAA_360 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_360_OPT
    #define FXAA_360_OPT 0
#endif
/*==========================================================================*/
#ifndef FXAA_PC
    //
    // FXAA Quality
    // The high quality PC algorithm.
    //
    #define FXAA_PC 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_PC_CONSOLE
    //
    // The console algorithm for PC is included
    // for developers targeting really low spec machines.
    // Likely better to just run FXAA_PC, and use a really low preset.
    //
    #define FXAA_PC_CONSOLE 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_120
    #define FXAA_GLSL_120 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_130
    #define FXAA_GLSL_130 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_GLSL_400
    #define FXAA_GLSL_400 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_3
    #define FXAA_HLSL_3 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_4
    #define FXAA_HLSL_4 0
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_5
    #define FXAA_HLSL_5 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_GLSL_400 == 1)
        #define FXAA_GATHER4_ALPHA 1
    #endif
    #if (FXAA_HLSL_5 == 1)
        #define FXAA_GATHER4_ALPHA 1
    #endif
    #ifndef FXAA_GATHER4_ALPHA
        #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
#endif

/*============================================================================
                      FXAA CONSOLE PS3 - TUNING KNOBS
============================================================================*/
#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
    //
    // Consoles the sharpness of edges on PS3 only.
    // Non-PS3 tuning is done with shader input.
    //
    // Due to the PS3 being ALU bound,
    // there are only two safe values here: 4 and 8.
    // These options use the shaders ability to a free *|/ by 2|4|8.
    //
    // 8.0 is sharper
    // 4.0 is softer
    // 2.0 is really soft (good for vector graphics inputs)
    //
    #if 1
        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
    #endif
    #if 0
        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
    #endif
    #if 0
        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
    #endif
#endif
/*--------------------------------------------------------------------------*/
#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
    //
    // Only effects PS3.
    // Non-PS3 tuning is done with shader input.
    //
    // The minimum amount of local contrast required to apply algorithm.
    // The console setting has a different mapping than the quality setting.
    //
    // This only applies when FXAA_EARLY_EXIT is 1.
    //
    // Due to the PS3 being ALU bound,
    // there are only two safe values here: 0.25 and 0.125.
    // These options use the shaders ability to a free *|/ by 2|4|8.
    //
    // 0.125 leaves less aliasing, but is softer
    // 0.25 leaves more aliasing, and is sharper
    //
    #if 1
        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
    #else
        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
    #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) || (FXAA_GLSL_400 == 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
/*--------------------------------------------------------------------------*/
#if (FXAA_GLSL_400 == 1)
    // Requires "#version 400" or better
    #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
    #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_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
    #define FxaaInt2 float2
    #define FxaaTex sampler2D
    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_HLSL_4 == 1)
    #define FxaaInt2 int2
    struct FxaaTex { SamplerState smpl; Texture2D tex; };
    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
#endif
/*--------------------------------------------------------------------------*/
#if (FXAA_HLSL_5 == 1)
    #define FxaaInt2 int2
    struct FxaaTex { SamplerState smpl; Texture2D tex; };
    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
#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




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

                         FXAA3 CONSOLE - PC VERSION

------------------------------------------------------------------------------
Instead of using this on PC, I'd suggest just using FXAA Quality with
    #define FXAA_QUALITY__PRESET 10
Or
    #define FXAA_QUALITY__PRESET 20
Either are higher qualilty and almost as fast as this on modern PC GPUs.
============================================================================*/
#if (FXAA_PC_CONSOLE == 1)
/*--------------------------------------------------------------------------*/
FxaaFloat4 FxaaPixelShader(
    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
    FxaaFloat2 pos,
    FxaaFloat4 fxaaConsolePosPos,
    FxaaTex tex,
    FxaaTex fxaaConsole360TexExpBiasNegOne,
    FxaaTex fxaaConsole360TexExpBiasNegTwo,
    FxaaFloat2 fxaaQualityRcpFrame,
    FxaaFloat4 fxaaConsoleRcpFrameOpt,
    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
    FxaaFloat fxaaQualitySubpix,
    FxaaFloat fxaaQualityEdgeThreshold,
    FxaaFloat fxaaQualityEdgeThresholdMin,
    FxaaFloat fxaaConsoleEdgeSharpness,
    FxaaFloat fxaaConsoleEdgeThreshold,
    FxaaFloat fxaaConsoleEdgeThresholdMin,
    FxaaFloat4 fxaaConsole360ConstDir
) {
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
    FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
    FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
    FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
/*--------------------------------------------------------------------------*/
    FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
    #if (FXAA_GREEN_AS_LUMA == 0)
        FxaaFloat lumaM = rgbyM.w;
    #else
        FxaaFloat lumaM = rgbyM.y;
    #endif
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
    lumaNe += 1.0/384.0;
    FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
    FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
    FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
/*--------------------------------------------------------------------------*/
    FxaaFloat lumaMinM = min(lumaMin, lumaM);
    FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
    FxaaFloat lumaMaxM = max(lumaMax, lumaM);
    FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
    FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
    FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
    if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
/*--------------------------------------------------------------------------*/
    FxaaFloat2 dir;
    dir.x = dirSwMinusNe + dirSeMinusNw;
    dir.y = dirSwMinusNe - dirSeMinusNw;
/*--------------------------------------------------------------------------*/
    FxaaFloat2 dir1 = normalize(dir.xy);
    FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
    FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
/*--------------------------------------------------------------------------*/
    FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
    FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
/*--------------------------------------------------------------------------*/
    FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
    FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
/*--------------------------------------------------------------------------*/
    FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
    FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
/*--------------------------------------------------------------------------*/
    #if (FXAA_GREEN_AS_LUMA == 0)
        FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
    #else
        FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
    #endif
    if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
    return rgbyB; }
/*==========================================================================*/
#endif



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

                      FXAA3 CONSOLE - 360 PIXEL SHADER

------------------------------------------------------------------------------
This optimized version thanks to suggestions from Andy Luedke.
Should be fully tex bound in all cases.
As of the FXAA 3.11 release, I have still not tested this code,
however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
And note this is replacing the old unoptimized version.
If it does not work, please let me know so I can fix it.
============================================================================*/
#if (FXAA_360 == 1)
/*--------------------------------------------------------------------------*/
[reduceTempRegUsage(4)]
float4 FxaaPixelShader(
    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
    FxaaFloat2 pos,
    FxaaFloat4 fxaaConsolePosPos,
    FxaaTex tex,
    FxaaTex fxaaConsole360TexExpBiasNegOne,
    FxaaTex fxaaConsole360TexExpBiasNegTwo,
    FxaaFloat2 fxaaQualityRcpFrame,
    FxaaFloat4 fxaaConsoleRcpFrameOpt,
    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
    FxaaFloat fxaaQualitySubpix,
    FxaaFloat fxaaQualityEdgeThreshold,
    FxaaFloat fxaaQualityEdgeThresholdMin,
    FxaaFloat fxaaConsoleEdgeSharpness,
    FxaaFloat fxaaConsoleEdgeThreshold,
    FxaaFloat fxaaConsoleEdgeThresholdMin,
    FxaaFloat4 fxaaConsole360ConstDir
) {
/*--------------------------------------------------------------------------*/
    float4 lumaNwNeSwSe;
    #if (FXAA_GREEN_AS_LUMA == 0)
        asm {
            tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
            tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false
            tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false
            tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false
        };
    #else
        asm {
            tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
            tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false
            tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false
            tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false
        };
    #endif
/*--------------------------------------------------------------------------*/
    lumaNwNeSwSe.y += 1.0/384.0;
    float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
    float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
    float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
    float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
/*--------------------------------------------------------------------------*/
    float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        float lumaMinM = min(lumaMin, rgbyM.w);
        float lumaMaxM = max(lumaMax, rgbyM.w);
    #else
        float lumaMinM = min(lumaMin, rgbyM.y);
        float lumaMaxM = max(lumaMax, rgbyM.y);
    #endif
    if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
/*--------------------------------------------------------------------------*/
    float2 dir;
    dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
    dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
    dir = normalize(dir);
/*--------------------------------------------------------------------------*/
    float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
/*--------------------------------------------------------------------------*/
    float4 dir2;
    float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
    dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
    dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
/*--------------------------------------------------------------------------*/
    float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
    float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
    float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
    float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
/*--------------------------------------------------------------------------*/
    float4 rgbyA = rgbyN1 + rgbyP1;
    float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA;
/*--------------------------------------------------------------------------*/
    float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB;
    rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA;
    return rgbyR; }
/*==========================================================================*/
#endif



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

         FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)

==============================================================================
The code below does not exactly match the assembly.
I have a feeling that 12 cycles is possible, but was not able to get there.
Might have to increase register count to get full performance.
Note this shader does not use perspective interpolation.

Use the following cgc options,

  --fenable-bx2 --fastmath --fastprecision --nofloatbindings

------------------------------------------------------------------------------
                             NVSHADERPERF OUTPUT
------------------------------------------------------------------------------
For reference and to aid in debug, output of NVShaderPerf should match this,

Shader to schedule:
  0: texpkb h0.w(TRUE), v5.zyxx, #0
  2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
  4: texpkb h0.w(TRUE), v5.xwxx, #0
  6: addh h0.z(TRUE), -h2, h0.w
  7: texpkb h1.w(TRUE), v5, #0
  9: addh h0.x(TRUE), h0.z, -h1.w
 10: addh h3.w(TRUE), h0.z, h1
 11: texpkb h2.w(TRUE), v5.zwzz, #0
 13: addh h0.z(TRUE), h3.w, -h2.w
 14: addh h0.x(TRUE), h2.w, h0
 15: nrmh h1.xz(TRUE), h0_n
 16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
 17: maxh h4.w(TRUE), h0, h1
 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
 19: movr r1.zw(TRUE), v4.xxxy
 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
 22: minh h5.w(TRUE), h0, h1
 23: texpkb h0(TRUE), r2.xzxx, #0
 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
 27: maxh h4.x(TRUE), h2.z, h2.w
 28: texpkb h1(TRUE), r0.zwzz, #0
 30: addh_d2 h1(TRUE), h0, h1
 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
 33: texpkb h0(TRUE), r0, #0
 35: minh h4.z(TRUE), h2, h2.w
 36: fenct TRUE
 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
 39: texpkb h2(TRUE), r1, #0
 41: addh_d2 h0(TRUE), h0, h2
 42: maxh h2.w(TRUE), h4, h4.x
 43: minh h2.x(TRUE), h5.w, h4.z
 44: addh_d2 h0(TRUE), h0, h1
 45: slth h2.x(TRUE), h0.w, h2
 46: sgth h2.w(TRUE), h0, h2
 47: movh h0(TRUE), h0
 48: addx.c0 rc(TRUE), h2, h2.w
 49: movh h0(c0.NE.x), h1

IPU0 ------ Simplified schedule: --------
Pass |  Unit  |  uOp |  PC:  Op
-----+--------+------+-------------------------
   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
     |   SCB1 |  add |   2:  ADDh h2.z, h0.--w-, const.--x-;
     |        |      |
   2 | SCT0/1 |  mov |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
     |    TEX |  txl |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
     |   SCB1 |  add |   6:  ADDh h0.z,-h2, h0.--w-;
     |        |      |
   3 | SCT0/1 |  mov |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0;
     |    TEX |  txl |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0;
     |   SCB0 |  add |   9:  ADDh h0.x, h0.z---,-h1.w---;
     |   SCB1 |  add |  10:  ADDh h3.w, h0.---z, h1;
     |        |      |
   4 | SCT0/1 |  mov |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
     |    TEX |  txl |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
     |   SCB0 |  add |  14:  ADDh h0.x, h2.w---, h0;
     |   SCB1 |  add |  13:  ADDh h0.z, h3.--w-,-h2.--w-;
     |        |      |
   5 |   SCT1 |  mov |  15:  NRMh h1.xz, h0;
     |    SRB |  nrm |  15:  NRMh h1.xz, h0;
     |   SCB0 |  min |  16:  MINh*8 h0.x, |h1|, |h1.z---|;
     |   SCB1 |  max |  17:  MAXh h4.w, h0, h1;
     |        |      |
   6 |   SCT0 |  div |  18:  DIVx h2.xy, h1.xz--, h0;
     |   SCT1 |  mov |  19:  MOVr r1.zw, g[TEX0].--xy;
     |   SCB0 |  mad |  20:  MADr r2.xz,-h1, const.z-w-, r1.z-w-;
     |   SCB1 |  min |  22:  MINh h5.w, h0, h1;
     |        |      |
   7 | SCT0/1 |  mov |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0;
     |    TEX |  txl |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0;
     |   SCB0 |  max |  27:  MAXh h4.x, h2.z---, h2.w---;
     |   SCB1 |  mad |  25:  MADr r0.zw, h1.--xz, const, r1;
     |        |      |
   8 | SCT0/1 |  mov |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0;
     |    TEX |  txl |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0;
     | SCB0/1 |  add |  30:  ADDh/2 h1, h0, h1;
     |        |      |
   9 |   SCT0 |  mad |  31:  MADr r0.xy,-h2, const.xy--, r1.zw--;
     |   SCT1 |  mov |  33:  TXLr h0, r0, const.zzzz, TEX0;
     |    TEX |  txl |  33:  TXLr h0, r0, const.zzzz, TEX0;
     |   SCB1 |  min |  35:  MINh h4.z, h2, h2.--w-;
     |        |      |
  10 |   SCT0 |  mad |  37:  MADr r1.xy, h2, const.xy--, r1.zw--;
     |   SCT1 |  mov |  39:  TXLr h2, r1, const.zzzz, TEX0;
     |    TEX |  txl |  39:  TXLr h2, r1, const.zzzz, TEX0;
     | SCB0/1 |  add |  41:  ADDh/2 h0, h0, h2;
     |        |      |
  11 |   SCT0 |  min |  43:  MINh h2.x, h5.w---, h4.z---;
     |   SCT1 |  max |  42:  MAXh h2.w, h4, h4.---x;
     | SCB0/1 |  add |  44:  ADDh/2 h0, h0, h1;
     |        |      |
  12 |   SCT0 |  set |  45:  SLTh h2.x, h0.w---, h2;
     |   SCT1 |  set |  46:  SGTh h2.w, h0, h2;
     | SCB0/1 |  mul |  47:  MOVh h0, h0;
     |        |      |
  13 |   SCT0 |  mad |  48:  ADDxc0_s rc, h2, h2.w---;
     | SCB0/1 |  mul |  49:  MOVh h0(NE0.xxxx), h1;

Pass   SCT  TEX  SCB
  1:   0% 100%  25%
  2:   0% 100%  25%
  3:   0% 100%  50%
  4:   0% 100%  50%
  5:   0%   0%  50%
  6: 100%   0%  75%
  7:   0% 100%  75%
  8:   0% 100% 100%
  9:   0% 100%  25%
 10:   0% 100% 100%
 11:  50%   0% 100%
 12:  50%   0% 100%
 13:  25%   0% 100%

MEAN:  17%  61%  67%

Pass   SCT0  SCT1   TEX  SCB0  SCB1
  1:    0%    0%  100%    0%  100%
  2:    0%    0%  100%    0%  100%
  3:    0%    0%  100%  100%  100%
  4:    0%    0%  100%  100%  100%
  5:    0%    0%    0%  100%  100%
  6:  100%  100%    0%  100%  100%
  7:    0%    0%  100%  100%  100%
  8:    0%    0%  100%  100%  100%
  9:    0%    0%  100%    0%  100%
 10:    0%    0%  100%  100%  100%
 11:  100%  100%    0%  100%  100%
 12:  100%  100%    0%  100%  100%
 13:  100%    0%    0%  100%  100%

MEAN:   30%   23%   61%   76%  100%
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
Results 13 cycles, 3 r regs, 923,076,923 pixels/s
============================================================================*/
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
/*--------------------------------------------------------------------------*/
#pragma regcount 7
#pragma disablepc all
#pragma option O3
#pragma option OutColorPrec=fp16
#pragma texformat default RGBA8
/*==========================================================================*/
half4 FxaaPixelShader(
    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
    FxaaFloat2 pos,
    FxaaFloat4 fxaaConsolePosPos,
    FxaaTex tex,
    FxaaTex fxaaConsole360TexExpBiasNegOne,
    FxaaTex fxaaConsole360TexExpBiasNegTwo,
    FxaaFloat2 fxaaQualityRcpFrame,
    FxaaFloat4 fxaaConsoleRcpFrameOpt,
    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
    FxaaFloat fxaaQualitySubpix,
    FxaaFloat fxaaQualityEdgeThreshold,
    FxaaFloat fxaaQualityEdgeThresholdMin,
    FxaaFloat fxaaConsoleEdgeSharpness,
    FxaaFloat fxaaConsoleEdgeThreshold,
    FxaaFloat fxaaConsoleEdgeThresholdMin,
    FxaaFloat4 fxaaConsole360ConstDir
) {
/*--------------------------------------------------------------------------*/
// (1)
    half4 dir;
    half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        lumaNe.w += half(1.0/512.0);
        dir.x = -lumaNe.w;
        dir.z = -lumaNe.w;
    #else
        lumaNe.y += half(1.0/512.0);
        dir.x = -lumaNe.y;
        dir.z = -lumaNe.y;
    #endif
/*--------------------------------------------------------------------------*/
// (2)
    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        dir.x += lumaSw.w;
        dir.z += lumaSw.w;
    #else
        dir.x += lumaSw.y;
        dir.z += lumaSw.y;
    #endif
/*--------------------------------------------------------------------------*/
// (3)
    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        dir.x -= lumaNw.w;
        dir.z += lumaNw.w;
    #else
        dir.x -= lumaNw.y;
        dir.z += lumaNw.y;
    #endif
/*--------------------------------------------------------------------------*/
// (4)
    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        dir.x += lumaSe.w;
        dir.z -= lumaSe.w;
    #else
        dir.x += lumaSe.y;
        dir.z -= lumaSe.y;
    #endif
/*--------------------------------------------------------------------------*/
// (5)
    half4 dir1_pos;
    dir1_pos.xy = normalize(dir.xyz).xz;
    half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
/*--------------------------------------------------------------------------*/
// (6)
    half4 dir2_pos;
    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
    dir1_pos.zw = pos.xy;
    dir2_pos.zw = pos.xy;
    half4 temp1N;
    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
/*--------------------------------------------------------------------------*/
// (7)
    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
    half4 rgby1;
    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
/*--------------------------------------------------------------------------*/
// (8)
    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
    rgby1 = (temp1N + rgby1) * 0.5;
/*--------------------------------------------------------------------------*/
// (9)
    half4 temp2N;
    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
/*--------------------------------------------------------------------------*/
// (10)
    half4 rgby2;
    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
    rgby2 = (temp2N + rgby2) * 0.5;
/*--------------------------------------------------------------------------*/
// (11)
    // compilier moves these scalar ops up to other cycles
    #if (FXAA_GREEN_AS_LUMA == 0)
        half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
        half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
    #else
        half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
        half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
    #endif
    rgby2 = (rgby2 + rgby1) * 0.5;
/*--------------------------------------------------------------------------*/
// (12)
    #if (FXAA_GREEN_AS_LUMA == 0)
        bool twoTapLt = rgby2.w < lumaMin;
        bool twoTapGt = rgby2.w > lumaMax;
    #else
        bool twoTapLt = rgby2.y < lumaMin;
        bool twoTapGt = rgby2.y > lumaMax;
    #endif
/*--------------------------------------------------------------------------*/
// (13)
    if(twoTapLt || twoTapGt) rgby2 = rgby1;
/*--------------------------------------------------------------------------*/
    return rgby2; }
/*==========================================================================*/
#endif



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

       FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)

==============================================================================
The code mostly matches the assembly.
I have a feeling that 14 cycles is possible, but was not able to get there.
Might have to increase register count to get full performance.
Note this shader does not use perspective interpolation.

Use the following cgc options,

 --fenable-bx2 --fastmath --fastprecision --nofloatbindings

Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
Will look at fixing this for FXAA 3.12.
------------------------------------------------------------------------------
                             NVSHADERPERF OUTPUT
------------------------------------------------------------------------------
For reference and to aid in debug, output of NVShaderPerf should match this,

Shader to schedule:
  0: texpkb h0.w(TRUE), v5.zyxx, #0
  2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
  4: texpkb h1.w(TRUE), v5.xwxx, #0
  6: addh h0.x(TRUE), h1.w, -h2.y
  7: texpkb h2.w(TRUE), v5.zwzz, #0
  9: minh h4.w(TRUE), h2.y, h2
 10: maxh h5.x(TRUE), h2.y, h2.w
 11: texpkb h0.w(TRUE), v5, #0
 13: addh h3.w(TRUE), -h0, h0.x
 14: addh h0.x(TRUE), h0.w, h0
 15: addh h0.z(TRUE), -h2.w, h0.x
 16: addh h0.x(TRUE), h2.w, h3.w
 17: minh h5.y(TRUE), h0.w, h1.w
 18: nrmh h2.xz(TRUE), h0_n
 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
 21: movr r1.zw(TRUE), v4.xxxy
 22: maxh h2.w(TRUE), h0, h1
 23: fenct TRUE
 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
 26: texpkb h0(TRUE), r0, #0
 28: maxh h5.x(TRUE), h2.w, h5
 29: minh h5.w(TRUE), h5.y, h4
 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
 32: texpkb h2(TRUE), r1, #0
 34: addh_d2 h2(TRUE), h0, h2
 35: texpkb h1(TRUE), v4, #0
 37: maxh h5.y(TRUE), h5.x, h1.w
 38: minh h4.w(TRUE), h1, h5
 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
 41: texpkb h0(TRUE), r0, #0
 43: addh_m8 h5.z(TRUE), h5.y, -h4.w
 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
 46: texpkb h3(TRUE), r2, #0
 48: addh_d2 h0(TRUE), h0, h3
 49: addh_d2 h3(TRUE), h0, h2
 50: movh h0(TRUE), h3
 51: slth h3.x(TRUE), h3.w, h5.w
 52: sgth h3.w(TRUE), h3, h5.x
 53: addx.c0 rc(TRUE), h3.x, h3
 54: slth.c0 rc(TRUE), h5.z, h5
 55: movh h0(c0.NE.w), h2
 56: movh h0(c0.NE.x), h1

IPU0 ------ Simplified schedule: --------
Pass |  Unit  |  uOp |  PC:  Op
-----+--------+------+-------------------------
   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
     |   SCB0 |  add |   2:  ADDh h2.y, h0.-w--, const.-x--;
     |        |      |
   2 | SCT0/1 |  mov |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
     |    TEX |  txl |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
     |   SCB0 |  add |   6:  ADDh h0.x, h1.w---,-h2.y---;
     |        |      |
   3 | SCT0/1 |  mov |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
     |    TEX |  txl |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
     |   SCB0 |  max |  10:  MAXh h5.x, h2.y---, h2.w---;
     |   SCB1 |  min |   9:  MINh h4.w, h2.---y, h2;
     |        |      |
   4 | SCT0/1 |  mov |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0;
     |    TEX |  txl |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0;
     |   SCB0 |  add |  14:  ADDh h0.x, h0.w---, h0;
     |   SCB1 |  add |  13:  ADDh h3.w,-h0, h0.---x;
     |        |      |
   5 |   SCT0 |  mad |  16:  ADDh h0.x, h2.w---, h3.w---;
     |   SCT1 |  mad |  15:  ADDh h0.z,-h2.--w-, h0.--x-;
     |   SCB0 |  min |  17:  MINh h5.y, h0.-w--, h1.-w--;
     |        |      |
   6 |   SCT1 |  mov |  18:  NRMh h2.xz, h0;
     |    SRB |  nrm |  18:  NRMh h2.xz, h0;
     |   SCB1 |  min |  19:  MINh*8 h2.w, |h2.---x|, |h2.---z|;
     |        |      |
   7 |   SCT0 |  div |  20:  DIVx h4.xy, h2.xz--, h2.ww--;
     |   SCT1 |  mov |  21:  MOVr r1.zw, g[TEX0].--xy;
     |   SCB1 |  max |  22:  MAXh h2.w, h0, h1;
     |        |      |
   8 |   SCT0 |  mad |  24:  MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
     |   SCT1 |  mov |  26:  TXLr h0, r0, const.xxxx, TEX0;
     |    TEX |  txl |  26:  TXLr h0, r0, const.xxxx, TEX0;
     |   SCB0 |  max |  28:  MAXh h5.x, h2.w---, h5;
     |   SCB1 |  min |  29:  MINh h5.w, h5.---y, h4;
     |        |      |
   9 |   SCT0 |  mad |  30:  MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
     |   SCT1 |  mov |  32:  TXLr h2, r1, const.xxxx, TEX0;
     |    TEX |  txl |  32:  TXLr h2, r1, const.xxxx, TEX0;
     | SCB0/1 |  add |  34:  ADDh/2 h2, h0, h2;
     |        |      |
  10 | SCT0/1 |  mov |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0;
     |    TEX |  txl |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0;
     |   SCB0 |  max |  37:  MAXh h5.y, h5.-x--, h1.-w--;
     |   SCB1 |  min |  38:  MINh h4.w, h1, h5;
     |        |      |
  11 |   SCT0 |  mad |  39:  MADr r0.xy,-h4, const.xy--, r1.zw--;
     |   SCT1 |  mov |  41:  TXLr h0, r0, const.zzzz, TEX0;
     |    TEX |  txl |  41:  TXLr h0, r0, const.zzzz, TEX0;
     |   SCB0 |  mad |  44:  MADr r2.xy, h4, const.xy--, r1.zw--;
     |   SCB1 |  add |  43:  ADDh*8 h5.z, h5.--y-,-h4.--w-;
     |        |      |
  12 | SCT0/1 |  mov |  46:  TXLr h3, r2, const.xxxx, TEX0;
     |    TEX |  txl |  46:  TXLr h3, r2, const.xxxx, TEX0;
     | SCB0/1 |  add |  48:  ADDh/2 h0, h0, h3;
     |        |      |
  13 | SCT0/1 |  mad |  49:  ADDh/2 h3, h0, h2;
     | SCB0/1 |  mul |  50:  MOVh h0, h3;
     |        |      |
  14 |   SCT0 |  set |  51:  SLTh h3.x, h3.w---, h5.w---;
     |   SCT1 |  set |  52:  SGTh h3.w, h3, h5.---x;
     |   SCB0 |  set |  54:  SLThc0 rc, h5.z---, h5;
     |   SCB1 |  add |  53:  ADDxc0_s rc, h3.---x, h3;
     |        |      |
  15 | SCT0/1 |  mul |  55:  MOVh h0(NE0.wwww), h2;
     | SCB0/1 |  mul |  56:  MOVh h0(NE0.xxxx), h1;

Pass   SCT  TEX  SCB
  1:   0% 100%  25%
  2:   0% 100%  25%
  3:   0% 100%  50%
  4:   0% 100%  50%
  5:  50%   0%  25%
  6:   0%   0%  25%
  7: 100%   0%  25%
  8:   0% 100%  50%
  9:   0% 100% 100%
 10:   0% 100%  50%
 11:   0% 100%  75%
 12:   0% 100% 100%
 13: 100%   0% 100%
 14:  50%   0%  50%
 15: 100%   0% 100%

MEAN:  26%  60%  56%

Pass   SCT0  SCT1   TEX  SCB0  SCB1
  1:    0%    0%  100%  100%    0%
  2:    0%    0%  100%  100%    0%
  3:    0%    0%  100%  100%  100%
  4:    0%    0%  100%  100%  100%
  5:  100%  100%    0%  100%    0%
  6:    0%    0%    0%    0%  100%
  7:  100%  100%    0%    0%  100%
  8:    0%    0%  100%  100%  100%
  9:    0%    0%  100%  100%  100%
 10:    0%    0%  100%  100%  100%
 11:    0%    0%  100%  100%  100%
 12:    0%    0%  100%  100%  100%
 13:  100%  100%    0%  100%  100%
 14:  100%  100%    0%  100%  100%
 15:  100%  100%    0%  100%  100%

MEAN:   33%   33%   60%   86%   80%
Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
Results 15 cycles, 3 r regs, 800,000,000 pixels/s
============================================================================*/
#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
/*--------------------------------------------------------------------------*/
#pragma regcount 7
#pragma disablepc all
#pragma option O2
#pragma option OutColorPrec=fp16
#pragma texformat default RGBA8
/*==========================================================================*/
half4 FxaaPixelShader(
    // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
    FxaaFloat2 pos,
    FxaaFloat4 fxaaConsolePosPos,
    FxaaTex tex,
    FxaaTex fxaaConsole360TexExpBiasNegOne,
    FxaaTex fxaaConsole360TexExpBiasNegTwo,
    FxaaFloat2 fxaaQualityRcpFrame,
    FxaaFloat4 fxaaConsoleRcpFrameOpt,
    FxaaFloat4 fxaaConsoleRcpFrameOpt2,
    FxaaFloat4 fxaaConsole360RcpFrameOpt2,
    FxaaFloat fxaaQualitySubpix,
    FxaaFloat fxaaQualityEdgeThreshold,
    FxaaFloat fxaaQualityEdgeThresholdMin,
    FxaaFloat fxaaConsoleEdgeSharpness,
    FxaaFloat fxaaConsoleEdgeThreshold,
    FxaaFloat fxaaConsoleEdgeThresholdMin,
    FxaaFloat4 fxaaConsole360ConstDir
) {
/*--------------------------------------------------------------------------*/
// (1)
    half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        half lumaNe = rgbyNe.w + half(1.0/512.0);
    #else
        half lumaNe = rgbyNe.y + half(1.0/512.0);
    #endif
/*--------------------------------------------------------------------------*/
// (2)
    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        half lumaSwNegNe = lumaSw.w - lumaNe;
    #else
        half lumaSwNegNe = lumaSw.y - lumaNe;
    #endif
/*--------------------------------------------------------------------------*/
// (3)
    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
        half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
    #else
        half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
        half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
    #endif
/*--------------------------------------------------------------------------*/
// (4)
    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        half dirZ =  lumaNw.w + lumaSwNegNe;
        half dirX = -lumaNw.w + lumaSwNegNe;
    #else
        half dirZ =  lumaNw.y + lumaSwNegNe;
        half dirX = -lumaNw.y + lumaSwNegNe;
    #endif
/*--------------------------------------------------------------------------*/
// (5)
    half3 dir;
    dir.y = 0.0;
    #if (FXAA_GREEN_AS_LUMA == 0)
        dir.x =  lumaSe.w + dirX;
        dir.z = -lumaSe.w + dirZ;
        half lumaMinNeSe = min(lumaNe, lumaSe.w);
    #else
        dir.x =  lumaSe.y + dirX;
        dir.z = -lumaSe.y + dirZ;
        half lumaMinNeSe = min(lumaNe, lumaSe.y);
    #endif
/*--------------------------------------------------------------------------*/
// (6)
    half4 dir1_pos;
    dir1_pos.xy = normalize(dir).xz;
    half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
/*--------------------------------------------------------------------------*/
// (7)
    half4 dir2_pos;
    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
    dir1_pos.zw = pos.xy;
    dir2_pos.zw = pos.xy;
    #if (FXAA_GREEN_AS_LUMA == 0)
        half lumaMaxNeSe = max(lumaNe, lumaSe.w);
    #else
        half lumaMaxNeSe = max(lumaNe, lumaSe.y);
    #endif
/*--------------------------------------------------------------------------*/
// (8)
    half4 temp1N;
    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
    half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
    half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
/*--------------------------------------------------------------------------*/
// (9)
    half4 rgby1;
    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
    rgby1 = (temp1N + rgby1) * 0.5;
/*--------------------------------------------------------------------------*/
// (10)
    half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
    #if (FXAA_GREEN_AS_LUMA == 0)
        half lumaMaxM = max(lumaMax, rgbyM.w);
        half lumaMinM = min(lumaMin, rgbyM.w);
    #else
        half lumaMaxM = max(lumaMax, rgbyM.y);
        half lumaMinM = min(lumaMin, rgbyM.y);
    #endif
/*--------------------------------------------------------------------------*/
// (11)
    half4 temp2N;
    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
    half4 rgby2;
    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
    half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
/*--------------------------------------------------------------------------*/
// (12)
    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
    rgby2 = (temp2N + rgby2) * 0.5;
/*--------------------------------------------------------------------------*/
// (13)
    rgby2 = (rgby2 + rgby1) * 0.5;
/*--------------------------------------------------------------------------*/
// (14)
    #if (FXAA_GREEN_AS_LUMA == 0)
        bool twoTapLt = rgby2.w < lumaMin;
        bool twoTapGt = rgby2.w > lumaMax;
    #else
        bool twoTapLt = rgby2.y < lumaMin;
        bool twoTapGt = rgby2.y > lumaMax;
    #endif
    bool earlyExit = lumaRangeM < lumaMax;
    bool twoTap = twoTapLt || twoTapGt;
/*--------------------------------------------------------------------------*/
// (15)
    if(twoTap) rgby2 = rgby1;
    if(earlyExit) rgby2 = rgbyM;
/*--------------------------------------------------------------------------*/
    return rgby2; }
/*==========================================================================*/
#endif

uniform sampler2D diffuseMap;
uniform sampler2D depthMap;

uniform vec2 rcp_screen_res;
uniform vec4 rcp_frame_opt;
uniform vec4 rcp_frame_opt2;
in vec2 vary_fragcoord;
in vec2 vary_tc;

void main()
{
    vec4 diff =         FxaaPixelShader(vary_tc,            //pos
                                        vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos
                                        diffuseMap,                 //tex
                                        diffuseMap,
                                        diffuseMap,
                                        rcp_screen_res,             //fxaaQualityRcpFrame
                                        vec4(0,0,0,0),              //fxaaConsoleRcpFrameOpt
                                        rcp_frame_opt,              //fxaaConsoleRcpFrameOpt2
                                        rcp_frame_opt2,             //fxaaConsole360RcpFrameOpt2
                                        0.75,                       //fxaaQualitySubpix
                                        0.07,                       //fxaaQualityEdgeThreshold
                                        0.03,                       //fxaaQualityEdgeThresholdMin
                                        8.0,                        //fxaaConsoleEdgeSharpness
                                        0.125,                      //fxaaConsoleEdgeThreshold
                                        0.05,                       //fxaaConsoleEdgeThresholdMin
                                        vec4(0,0,0,0));             //fxaaConsole360ConstDir



    frag_color = diff;

    gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r;
}