license const fs = `
#define FXAA_QUALITY_PRESET 29

#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
#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
#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

#define FxaaBool bool
#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 vec2
#define FxaaTex sampler2D

#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTexTop(t, p) texture2D(t, p)
#define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r))

FxaaFloat FxaaLuma_(FxaaFloat4 rgba) { return dot(rgba.rgb, vec3(0.2126, 0.7152, 0.0722)); }

FxaaFloat4 FxaaPixelShader_(
    //
    // Use noperspective interpolation here (turn off perspective interpolation).
    // {xy} = center of pixel
    FxaaFloat2 pos,
    //
    // 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 FXAA Quality.
    // This must be from a constant/uniform.
    // {x_} = 1.0/screenWidthInPixels
    // {_y} = 1.0/screenHeightInPixels
    FxaaFloat2 fxaaQualityRcpFrame,
    //
    // 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
) {
/*--------------------------------------------------------------------------*/
    FxaaFloat2 posM;
    posM.x = pos.x;
    posM.y = pos.y;
    FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
    #define lumaM rgbyM.y
    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));
/*--------------------------------------------------------------------------*/
    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)
        return rgbyM;
/*--------------------------------------------------------------------------*/
    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));
/*--------------------------------------------------------------------------*/
    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;
    return FxaaTexTop(tex, posM);
}

vec4 fxaa_sampleColor(sampler2D texture, vec2 texSize, vec2 texCoord) {
    const float fxaa_QualitySubpix = 0.5;
    const float fxaa_QualityEdgeThreshold = 0.125;
    const float fxaa_QualityEdgeThresholdMin = 0.0833;

    return FxaaPixelShader_(
        texCoord,
        texture,
        vec2(1.0) / texSize,
        fxaa_QualitySubpix,
        fxaa_QualityEdgeThreshold,
        fxaa_QualityEdgeThresholdMin
    );
}
` ; /**
 * FXAA - Fast Approximate Anti-aliasing.
 */ export const fxaa = { name : 'fxaa' , uniforms : { } , fs , passes : [ { sampler : true } ] } ;