#extension GL_ARB_shader_texture_lod : enable uniform sampler2D _MainTex; uniform vec4 _MainTex_TexelSize; varying vec2 xlv_TEXCOORD0; varying vec4 xlv_TEXCOORD1; void main () { vec4 fxaaConsoleRcpFrameOpt_1; fxaaConsoleRcpFrameOpt_1 = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5)); vec4 fxaaConsoleRcpFrameOpt2_2; fxaaConsoleRcpFrameOpt2_2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0)); vec4 tmpvar_3; vec4 rgbyB_4; vec2 dir_5; vec4 tmpvar_6; tmpvar_6 = texture2DLod (_MainTex, xlv_TEXCOORD1.xy, 0.0); vec4 tmpvar_7; tmpvar_7 = texture2DLod (_MainTex, xlv_TEXCOORD1.xw, 0.0); vec4 tmpvar_8; tmpvar_8 = texture2DLod (_MainTex, xlv_TEXCOORD1.zw, 0.0); vec4 tmpvar_9; tmpvar_9 = texture2DLod (_MainTex, xlv_TEXCOORD0, 0.0); float tmpvar_10; tmpvar_10 = (texture2DLod (_MainTex, xlv_TEXCOORD1.zy, 0.0).y + 0.00260417); float tmpvar_11; tmpvar_11 = max (max (tmpvar_10, tmpvar_8.y), max (tmpvar_6.y, tmpvar_7.y)); float tmpvar_12; tmpvar_12 = min (min (tmpvar_10, tmpvar_8.y), min (tmpvar_6.y, tmpvar_7.y)); float tmpvar_13; tmpvar_13 = max (0.05, (tmpvar_11 * 0.125)); float tmpvar_14; tmpvar_14 = (tmpvar_7.y - tmpvar_10); float tmpvar_15; tmpvar_15 = (max (tmpvar_11, tmpvar_9.y) - min (tmpvar_12, tmpvar_9.y)); float tmpvar_16; tmpvar_16 = (tmpvar_8.y - tmpvar_6.y); if ((tmpvar_15 < tmpvar_13)) { tmpvar_3 = tmpvar_9; } else { dir_5.x = (tmpvar_14 + tmpvar_16); dir_5.y = (tmpvar_14 - tmpvar_16); vec2 tmpvar_17; tmpvar_17 = normalize(dir_5); vec4 tmpvar_18; tmpvar_18.zw = vec2(0.0, 0.0); tmpvar_18.xy = (xlv_TEXCOORD0 - (tmpvar_17 * fxaaConsoleRcpFrameOpt_1.zw)); vec4 tmpvar_19; tmpvar_19.zw = vec2(0.0, 0.0); tmpvar_19.xy = (xlv_TEXCOORD0 + (tmpvar_17 * fxaaConsoleRcpFrameOpt_1.zw)); vec2 tmpvar_20; tmpvar_20 = clamp ((tmpvar_17 / ( min (abs(tmpvar_17.x), abs(tmpvar_17.y)) * 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0)); vec4 tmpvar_21; tmpvar_21.zw = vec2(0.0, 0.0); tmpvar_21.xy = (xlv_TEXCOORD0 - (tmpvar_20 * fxaaConsoleRcpFrameOpt2_2.zw)); vec4 tmpvar_22; tmpvar_22.zw = vec2(0.0, 0.0); tmpvar_22.xy = (xlv_TEXCOORD0 + (tmpvar_20 * fxaaConsoleRcpFrameOpt2_2.zw)); vec4 tmpvar_23; tmpvar_23 = (texture2DLod (_MainTex, tmpvar_18.xy, 0.0) + texture2DLod (_MainTex, tmpvar_19.xy, 0.0)); vec4 tmpvar_24; tmpvar_24 = (((texture2DLod (_MainTex, tmpvar_21.xy, 0.0) + texture2DLod (_MainTex, tmpvar_22.xy, 0.0)) * 0.25) + (tmpvar_23 * 0.25)); rgbyB_4 = tmpvar_24; if (((tmpvar_24.y < tmpvar_12) || (tmpvar_24.y > tmpvar_11))) { rgbyB_4.xyz = (tmpvar_23.xyz * 0.5); }; tmpvar_3 = rgbyB_4; }; gl_FragData[0] = tmpvar_3; } // inputs: 2, stats: 47 alu 9 tex 2 flow