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基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;

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import "core-js/modules/es.array.join.js";
import { Vector2 } from "../../../build/three.module.js";
/**
 * NVIDIA FXAA by Timothy Lottes
 * http://timothylottes.blogspot.com/2011/06/fxaa3-source-released.html
 * - WebGL port by @supereggbert
 * http://www.glge.org/demos/fxaa/
 */

var FXAAShader = {
  uniforms: {
    "tDiffuse": {
      value: null
    },
    "resolution": {
      value: new Vector2(1 / 1024, 1 / 512)
    }
  },
  vertexShader: ["varying vec2 vUv;", "void main() {", "	vUv = uv;", "	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}"].join("\n"),
  fragmentShader: ["precision highp float;", "", "uniform sampler2D tDiffuse;", "", "uniform vec2 resolution;", "", "varying vec2 vUv;", "", "// FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)", "", "//----------------------------------------------------------------------------------", "// File:        es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag", "// SDK Version: v3.00", "// Email:       gameworks@nvidia.com", "// Site:        http://developer.nvidia.com/", "//", "// Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.", "//", "// Redistribution and use in source and binary forms, with or without", "// modification, are permitted provided that the following conditions", "// are met:", "//  * Redistributions of source code must retain the above copyright", "//    notice, this list of conditions and the following disclaimer.", "//  * Redistributions in binary form must reproduce the above copyright", "//    notice, this list of conditions and the following disclaimer in the", "//    documentation and/or other materials provided with the distribution.", "//  * Neither the name of NVIDIA CORPORATION nor the names of its", "//    contributors may be used to endorse or promote products derived", "//    from this software without specific prior written permission.", "//", "// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY", "// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE", "// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR", "// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR", "// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,", "// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,", "// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR", "// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY", "// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT", "// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE", "// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.", "//", "//----------------------------------------------------------------------------------", "", "#define FXAA_PC 1", "#define FXAA_GLSL_100 1", "#define FXAA_QUALITY_PRESET 12", "", "#define FXAA_GREEN_AS_LUMA 1", "", "/*--------------------------------------------------------------------------*/", "#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_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_HLSL_5 == 1)", "        #define FXAA_GATHER4_ALPHA 1", "    #endif", "    #ifdef GL_ARB_gpu_shader5", "        #define FXAA_GATHER4_ALPHA 1", "    #endif", "    #ifdef GL_NV_gpu_shader5", "        #define FXAA_GATHER4_ALPHA 1", "    #endif", "    #ifndef FXAA_GATHER4_ALPHA", "        #define FXAA_GATHER4_ALPHA 0", "    #endif", "#endif", "", "", "/*============================================================================", "                        FXAA QUALITY - TUNING KNOBS", "------------------------------------------------------------------------------", "NOTE the other tuning knobs are now in the shader function inputs!", "============================================================================*/", "#ifndef FXAA_QUALITY_PRESET", "    //", "    // Choose the quality preset.", "    // This needs to be compiled into the shader as it effects code.", "    // Best option to include multiple presets is to", "    // in each shader define the preset, then include this file.", "    //", "    // OPTIONS", "    // -----------------------------------------------------------------------", "    // 10 to 15 - default medium dither (10=fastest, 15=highest quality)", "    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)", "    // 39       - no dither, very expensive", "    //", "    // NOTES", "    // -----------------------------------------------------------------------", "    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)", "    // 13 = about same speed as FXAA 3.9 and better than 12", "    // 23 = closest to FXAA 3.9 visually and performance wise", "    //  _ = the lowest digit is directly related to performance", "    // _  = the highest digit is directly related to style", "    //", "    #define FXAA_QUALITY_PRESET 12", "#endif", "", "", "/*============================================================================", "", "                           FXAA QUALITY - PRESETS", "", "============================================================================*/", "", "/*============================================================================", "                     FXAA QUALITY - MEDIUM DITHER PRESETS", "============================================================================*/", "#if (FXAA_QUALITY_PRESET == 10)", "    #define FXAA_QUALITY_PS 3", "    #define FXAA_QUALITY_P0 1.5", "    #define FXAA_QUALITY_P1 3.0", "    #define FXAA_QUALITY_P2 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 11)", "    #define FXAA_QUALITY_PS 4", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 3.0", "    #define FXAA_QUALITY_P3 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 12)", "    #define FXAA_QUALITY_PS 5", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 4.0", "    #define FXAA_QUALITY_P4 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 13)", "    #define FXAA_QUALITY_PS 6", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 4.0", "    #define FXAA_QUALITY_P5 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 14)", "    #define FXAA_QUALITY_PS 7", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 4.0", "    #define FXAA_QUALITY_P6 12.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 15)", "    #define FXAA_QUALITY_PS 8", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 2.0", "    #define FXAA_QUALITY_P6 4.0", "    #define FXAA_QUALITY_P7 12.0", "#endif", "", "/*============================================================================", "                     FXAA QUALITY - LOW DITHER PRESETS", "============================================================================*/", "#if (FXAA_QUALITY_PRESET == 20)", "    #define FXAA_QUALITY_PS 3", "    #define FXAA_QUALITY_P0 1.5", "    #define FXAA_QUALITY_P1 2.0", "    #define FXAA_QUALITY_P2 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 21)", "    #define FXAA_QUALITY_PS 4", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 22)", "    #define FXAA_QUALITY_PS 5", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 23)", "    #define FXAA_QUALITY_PS 6", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 24)", "    #define FXAA_QUALITY_PS 7", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 3.0", "    #define FXAA_QUALITY_P6 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 25)", "    #define FXAA_QUALITY_PS 8", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 2.0", "    #define FXAA_QUALITY_P6 4.0", "    #define FXAA_QUALITY_P7 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 26)", "    #define FXAA_QUALITY_PS 9", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 2.0", "    #define FXAA_QUALITY_P6 2.0", "    #define FXAA_QUALITY_P7 4.0", "    #define FXAA_QUALITY_P8 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 27)", "    #define FXAA_QUALITY_PS 10", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 2.0", "    #define FXAA_QUALITY_P6 2.0", "    #define FXAA_QUALITY_P7 2.0", "    #define FXAA_QUALITY_P8 4.0", "    #define FXAA_QUALITY_P9 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 28)", "    #define FXAA_QUALITY_PS 11", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 2.0", "    #define FXAA_QUALITY_P6 2.0", "    #define FXAA_QUALITY_P7 2.0", "    #define FXAA_QUALITY_P8 2.0", "    #define FXAA_QUALITY_P9 4.0", "    #define FXAA_QUALITY_P10 8.0", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_QUALITY_PRESET == 29)", "    #define FXAA_QUALITY_PS 12", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.5", "    #define FXAA_QUALITY_P2 2.0", "    #define FXAA_QUALITY_P3 2.0", "    #define FXAA_QUALITY_P4 2.0", "    #define FXAA_QUALITY_P5 2.0", "    #define FXAA_QUALITY_P6 2.0", "    #define FXAA_QUALITY_P7 2.0", "    #define FXAA_QUALITY_P8 2.0", "    #define FXAA_QUALITY_P9 2.0", "    #define FXAA_QUALITY_P10 4.0", "    #define FXAA_QUALITY_P11 8.0", "#endif", "", "/*============================================================================", "                     FXAA QUALITY - EXTREME QUALITY", "============================================================================*/", "#if (FXAA_QUALITY_PRESET == 39)", "    #define FXAA_QUALITY_PS 12", "    #define FXAA_QUALITY_P0 1.0", "    #define FXAA_QUALITY_P1 1.0", "    #define FXAA_QUALITY_P2 1.0", "    #define FXAA_QUALITY_P3 1.0", "    #define FXAA_QUALITY_P4 1.0", "    #define FXAA_QUALITY_P5 1.5", "    #define FXAA_QUALITY_P6 2.0", "    #define FXAA_QUALITY_P7 2.0", "    #define FXAA_QUALITY_P8 2.0", "    #define FXAA_QUALITY_P9 2.0", "    #define FXAA_QUALITY_P10 4.0", "    #define FXAA_QUALITY_P11 8.0", "#endif", "", "", "", "/*============================================================================", "", "                                API PORTING", "", "============================================================================*/", "#if (FXAA_GLSL_100 == 1) || (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)", "    #define FxaaBool bool", "    #define FxaaDiscard discard", "    #define FxaaFloat float", "    #define FxaaFloat2 vec2", "    #define FxaaFloat3 vec3", "    #define FxaaFloat4 vec4", "    #define FxaaHalf float", "    #define FxaaHalf2 vec2", "    #define FxaaHalf3 vec3", "    #define FxaaHalf4 vec4", "    #define FxaaInt2 ivec2", "    #define FxaaSat(x) clamp(x, 0.0, 1.0)", "    #define FxaaTex sampler2D", "#else", "    #define FxaaBool bool", "    #define FxaaDiscard clip(-1)", "    #define FxaaFloat float", "    #define FxaaFloat2 float2", "    #define FxaaFloat3 float3", "    #define FxaaFloat4 float4", "    #define FxaaHalf half", "    #define FxaaHalf2 half2", "    #define FxaaHalf3 half3", "    #define FxaaHalf4 half4", "    #define FxaaSat(x) saturate(x)", "#endif", "/*--------------------------------------------------------------------------*/", "#if (FXAA_GLSL_100 == 1)", "  #define FxaaTexTop(t, p) texture2D(t, p, 0.0)", "  #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), 0.0)", "#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_HLSL_3 == 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 immediates.", "    // Immediates 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", "        #if (FXAA_GLSL_100 == 1)", "          FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0, 1.0), fxaaQualityRcpFrame.xy));", "          FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 0.0), fxaaQualityRcpFrame.xy));", "          FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 0.0,-1.0), fxaaQualityRcpFrame.xy));", "          FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 0.0), fxaaQualityRcpFrame.xy));", "        #else", "          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", "    #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)", "        #if (FXAA_GLSL_100 == 1)", "          FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0,-1.0), fxaaQualityRcpFrame.xy));", "          FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0, 1.0), fxaaQualityRcpFrame.xy));", "          FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2( 1.0,-1.0), fxaaQualityRcpFrame.xy));", "          FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaFloat2(-1.0, 1.0), fxaaQualityRcpFrame.xy));", "        #else", "          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));", "        #endif", "    #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", "", "void main() {", "  gl_FragColor = FxaaPixelShader(", "    vUv,", "    vec4(0.0),", "    tDiffuse,", "    tDiffuse,", "    tDiffuse,", "    resolution,", "    vec4(0.0),", "    vec4(0.0),", "    vec4(0.0),", "    0.75,", "    0.166,", "    0.0833,", "    0.0,", "    0.0,", "    0.0,", "    vec4(0.0)", "  );", "", "  // TODO avoid querying texture twice for same texel", "  gl_FragColor.a = texture2D(tDiffuse, vUv).a;", "}"].join("\n")
};
export { FXAAShader };