diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 7588073a9cb8e7c55240462cee5f06c4e55a264d..985f44fb6c9d7dc35f12a8a60fcc9229f612e6b7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -29,2067 +29,11 @@
 out vec4 gl_FragColor;
 #endif
 
-#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_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 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)
-    #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_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 sampler2DRect diffuseRect;
+uniform sampler2DRect edgeMap;
 uniform sampler2DRect depthMap;
 uniform sampler2DRect normalMap;
-
-uniform vec2 tc_scale;
-uniform vec2 rcp_screen_res;
-uniform vec4 rcp_frame_opt;
-uniform vec4 rcp_frame_opt2;
-uniform vec2 screen_res;
+uniform sampler2D bloomMap;
 
 uniform float depth_cutoff;
 uniform float norm_cutoff;
@@ -2099,10 +43,9 @@ uniform float tan_pixel_angle;
 uniform float magnification;
 
 uniform mat4 inv_proj;
+uniform vec2 screen_res;
 
 VARYING vec2 vary_fragcoord;
-VARYING vec2 vary_tc;
-
 
 float getDepth(vec2 pos_screen)
 {
@@ -2135,8 +78,8 @@ void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
 	float sc = calc_cof(d);
 	
 	float wg = 0.25;
-	
-	vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res);
+		
+	vec4 s = texture2DRect(diffuseRect, tc);
 	// de-weight dull areas to make highlights 'pop'
 	wg += s.r+s.g+s.b;
 	
@@ -2156,7 +99,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve
 	{
 		float wg = 0.25;
 		
-		vec4 s = texture2D(diffuseMap, tc*tc_scale/screen_res);
+		vec4 s = texture2DRect(diffuseRect, tc);
 		// de-weight dull areas to make highlights 'pop'
 		wg += s.r+s.g+s.b;
 	
@@ -2166,6 +109,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ve
 	}
 }
 
+
 void main() 
 {
 	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
@@ -2175,7 +119,7 @@ void main()
 	
 	float depth = getDepth(tc);
 	
-	vec4 diff = texture2D(diffuseMap, vary_fragcoord.xy*tc_scale/screen_res);
+	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
 	
 	{ 
 		float w = 1.0;
@@ -2189,7 +133,6 @@ void main()
 
 		// sample quite uniformly spaced points within a circle, for a circular 'bokeh'		
 		//if (depth < focal_distance)
-		if (sc > 0.5)
 		{
 			while (sc > 0.5)
 			{
@@ -2205,30 +148,10 @@ void main()
 				sc -= 1.0;
 			}
 		}
-		else
-		{
-				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
-
-
-		}
 		
 		diff /= w;
 	}
 		
-	gl_FragColor = diff;
+	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+	gl_FragColor = diff + bloom;
 }
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index 1f1057d8f7510be2f293da62aad44d0756b9f14b..c275434777256419a97d9457fd537b557f5357e9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -29,2090 +29,17 @@
 out vec4 gl_FragColor;
 #endif
 
-#define FXAA_PC 1
-//#define FXAA_GLSL_130 1
-#define FXAA_QUALITY__PRESET 12
+uniform sampler2DRect diffuseRect;
+uniform sampler2D bloomMap;
 
-/*============================================================================
-
-
-                    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_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 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)
-    #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_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 vec2 rcp_screen_res;
-uniform vec4 rcp_frame_opt;
-uniform vec4 rcp_frame_opt2;
 uniform vec2 screen_res;
 VARYING vec2 vary_fragcoord;
-VARYING 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
-
-
-
-	//diff = texture2D(diffuseMap, vary_tc);
-	
-	gl_FragColor = diff;
+	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
 	
+	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+	gl_FragColor = diff + bloom;
 }
+
diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp
index 9fb804a74f3ea406b84bf25fd62cc7879a54284f..d22e5f0af29640b9c5fb96212121bd9c5d305803 100644
--- a/indra/newview/llviewercontrol.cpp
+++ b/indra/newview/llviewercontrol.cpp
@@ -187,21 +187,6 @@ static bool handleReleaseGLBufferChanged(const LLSD& newvalue)
 	return true;
 }
 
-static bool handleFSAASamplesChanged(const LLSD& newvalue)
-{
-	if (gPipeline.isInit())
-	{
-		gPipeline.releaseGLBuffers();
-		gPipeline.createGLBuffers();
-
-		if (LLPipeline::sRenderDeferred)
-		{
-			LLViewerShaderMgr::instance()->setShaders();
-		}
-	}
-	return true;
-}
-
 static bool handleAnisotropicChanged(const LLSD& newvalue)
 {
 	LLImageGL::sGlobalUseAnisotropic = newvalue.asBoolean();
@@ -603,7 +588,6 @@ void settings_setup_listeners()
 	gSavedSettings.getControl("RenderSpecularResX")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
 	gSavedSettings.getControl("RenderSpecularResY")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
 	gSavedSettings.getControl("RenderSpecularExponent")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
-	gSavedSettings.getControl("RenderFSAASamples")->getSignal()->connect(boost::bind(&handleFSAASamplesChanged, _2));
 	gSavedSettings.getControl("RenderAnisotropic")->getSignal()->connect(boost::bind(&handleAnisotropicChanged, _2));
 	gSavedSettings.getControl("RenderShadowResolutionScale")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
 	gSavedSettings.getControl("RenderGlow")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 8e59a7c32db61ea2a6fbe9d578a7a375e9d8d2e6..48d4471bdf2dc5bcb4a78a9de196a32c2de38caa 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -187,6 +187,7 @@ LLGLSLShader			gDeferredGIProgram;
 LLGLSLShader			gDeferredGIFinalProgram;
 LLGLSLShader			gDeferredPostGIProgram;
 LLGLSLShader			gDeferredPostProgram;
+LLGLSLShader			gFXAAProgram;
 LLGLSLShader			gDeferredPostNoDoFProgram;
 LLGLSLShader			gDeferredWLSkyProgram;
 LLGLSLShader			gDeferredWLCloudProgram;
@@ -275,6 +276,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
 	mShaderList.push_back(&gDeferredPostGIProgram);
 	mShaderList.push_back(&gDeferredEdgeProgram);
 	mShaderList.push_back(&gDeferredPostProgram);
+	mShaderList.push_back(&gFXAAProgram);
 	mShaderList.push_back(&gDeferredGIProgram);
 	mShaderList.push_back(&gDeferredGIFinalProgram);
 	mShaderList.push_back(&gDeferredWaterProgram);
@@ -463,7 +465,6 @@ void LLViewerShaderMgr::setShaders()
 
 
 	//setup preprocessor definitions
-	LLShaderMgr::instance()->mDefinitions["samples"] = llformat("%d", gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples")));
 	LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
 
 	reentrance = true;
@@ -1032,9 +1033,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
 {
 	BOOL success = TRUE;
 
-	U32 samples = gGLManager.getNumFBOFSAASamples(gSavedSettings.getU32("RenderFSAASamples"));
-	bool multisample = samples > 1 && LLPipeline::sRenderDeferred && gGLManager.mHasTextureMultisample;
-
 	if (mVertexShaderLevel[SHADER_EFFECT] == 0)
 	{
 		gGlowProgram.unload();
@@ -1060,21 +1058,10 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
 	
 	if (success)
 	{
-		std::string fragment;
-
-		if (multisample)
-		{
-			fragment = "effects/glowExtractMSF.glsl";
-		}
-		else
-		{
-			fragment = "effects/glowExtractF.glsl";
-		}
-
 		gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
 		gGlowExtractProgram.mShaderFiles.clear();
 		gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
-		gGlowExtractProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+		gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
 		success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
 		if (!success)
@@ -1124,6 +1111,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredPostGIProgram.unload();		
 		gDeferredEdgeProgram.unload();		
 		gDeferredPostProgram.unload();		
+		gFXAAProgram.unload();
 		gLuminanceGatherProgram.unload();
 		gDeferredGIProgram.unload();
 		gDeferredGIFinalProgram.unload();
@@ -1138,9 +1126,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 	BOOL success = TRUE;
 
-	U32 samples = gSavedSettings.getU32("RenderFSAASamples");
-	bool multisample = samples > 1;
-
 	if (success)
 	{
 		gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
@@ -1524,40 +1509,30 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 
 	if (success)
 	{
-		std::string fragment;
-		if (multisample)
-		{
-			fragment = "deferred/postDeferredF.glsl";
-		}
-		else
-		{
-			fragment = "deferred/postDeferredNoFXAAF.glsl";
-		}
+		gFXAAProgram.mName = "FXAA Shader";
+		gFXAAProgram.mShaderFiles.clear();
+		gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+		gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
+		gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+		success = gFXAAProgram.createShader(NULL, NULL);
+	}
 
+	if (success)
+	{
 		gDeferredPostProgram.mName = "Deferred Post Shader";
 		gDeferredPostProgram.mShaderFiles.clear();
 		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredPostProgram.createShader(NULL, NULL);
 	}
 
 	if (success)
 	{
-		std::string fragment;
-		if (multisample)
-		{
-			fragment = "deferred/postDeferredNoDoFF.glsl";
-		}
-		else
-		{
-			fragment = "deferred/postDeferredNoDoFNoFXAAF.glsl";
-		}
-
 		gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
 		gDeferredPostNoDoFProgram.mShaderFiles.clear();
 		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
-		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
+		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDOFF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
 	}
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 9988d1d4f73c91f62d393d0391e9a0d32ab64a0f..aeb8553fa1801d8d9b8d72be026ab34611b44c55 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -392,6 +392,7 @@ extern LLGLSLShader			gDeferredShadowProgram;
 extern LLGLSLShader			gDeferredShadowAlphaMaskProgram;
 extern LLGLSLShader			gDeferredPostGIProgram;
 extern LLGLSLShader			gDeferredPostProgram;
+extern LLGLSLShader			gFXAAProgram;
 extern LLGLSLShader			gDeferredPostNoDoFProgram;
 extern LLGLSLShader			gDeferredAvatarShadowProgram;
 extern LLGLSLShader			gDeferredAttachmentShadowProgram;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 2bbb2edc1a122b9609a15c6005957b3ed2048da1..db9675650afe57589317b9ba051ec8f37053ad1e 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6358,8 +6358,39 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 			gGL.vertex2f(3,-1);
 			gGL.end();
 
+			gGL.flush();
+
 			gGlowCombineFXAAProgram.unbind();
 			mFXAABuffer.flush();
+
+			mScreen.bindTarget();
+			LLGLSLShader* shader = &gFXAAProgram;
+			shader->bind();
+
+			S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
+			if (channel > -1)
+			{
+				mFXAABuffer.bindTexture(0, channel);
+				gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
+			}
+
+			
+			F32 scale_x = (F32) width/mFXAABuffer.getWidth();
+			F32 scale_y = (F32) height/mFXAABuffer.getHeight();
+			shader->uniform2f("tc_scale", scale_x, scale_y);
+			shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y);
+			shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
+			shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
+
+			gGL.begin(LLRender::TRIANGLE_STRIP);
+			gGL.vertex2f(-1,-1);
+			gGL.vertex2f(-1,3);
+			gGL.vertex2f(3,-1);
+			gGL.end();
+
+			gGL.flush();
+			mScreen.flush();
+			shader->unbind();
 		}
 
 		gViewerWindow->setup3DViewport();
@@ -6382,13 +6413,6 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 		S32 width = mScreen.getWidth();
 		S32 height = mScreen.getHeight();
 		
-		F32 scale_x = (F32) width/mFXAABuffer.getWidth();
-		F32 scale_y = (F32) height/mFXAABuffer.getHeight();
-		shader->uniform2f("tc_scale", scale_x, scale_y);
-		shader->uniform2f("rcp_screen_res", 1.f/width*scale_x, 1.f/height*scale_y);
-		shader->uniform4f("rcp_frame_opt", -0.5f/width*scale_x, -0.5f/height*scale_y, 0.5f/width*scale_x, 0.5f/height*scale_y);
-		shader->uniform4f("rcp_frame_opt2", -2.f/width*scale_x, -2.f/height*scale_y, 2.f/width*scale_x, 2.f/height*scale_y);
-
 		if (dof_enabled)
 		{
 			//depth of field focal plane calculations
@@ -6501,24 +6525,11 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)
 			shader->uniform1f("magnification", magnification);
 		}
 
-		if (multisample)
-		{
-			S32 channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP, mFXAABuffer.getUsage());
-			if (channel > -1)
-			{
-				mFXAABuffer.bindTexture(0, channel);
-				gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
-			}
-		}
-		else
+		S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+		if (channel > -1)
 		{
-			S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
-			if (channel > -1)
-			{
-				mScreen.bindTexture(0, channel);
-			}
+			mScreen.bindTexture(0, channel);
 		}
-
 	
 		gGL.begin(LLRender::TRIANGLE_STRIP);
 		gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);