#extension GL_EXT_shader_texture_lod : enable uniform sampler2D _MainTex; uniform highp vec4 _MainTex_TexelSize; varying highp vec2 xlv_TEXCOORD0; varying highp vec4 xlv_TEXCOORD1; void main () { highp vec4 fxaaConsoleRcpFrameOpt_1; fxaaConsoleRcpFrameOpt_1 = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5)); highp vec4 fxaaConsoleRcpFrameOpt2_2; fxaaConsoleRcpFrameOpt2_2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0)); lowp vec4 tmpvar_3; lowp vec4 rgbyB_4; highp vec2 dir_5; highp float lumaM_6; lowp vec4 tmpvar_7; tmpvar_7 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.xy, 0.0); highp float tmpvar_8; tmpvar_8 = tmpvar_7.y; lowp vec4 tmpvar_9; tmpvar_9 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.xw, 0.0); highp float tmpvar_10; tmpvar_10 = tmpvar_9.y; lowp vec4 tmpvar_11; tmpvar_11 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.zy, 0.0); highp float tmpvar_12; tmpvar_12 = tmpvar_11.y; lowp vec4 tmpvar_13; tmpvar_13 = texture2DLodEXT (_MainTex, xlv_TEXCOORD1.zw, 0.0); highp float tmpvar_14; tmpvar_14 = tmpvar_13.y; lowp vec4 tmpvar_15; tmpvar_15 = texture2DLodEXT (_MainTex, xlv_TEXCOORD0, 0.0); lowp float tmpvar_16; tmpvar_16 = tmpvar_15.y; lumaM_6 = tmpvar_16; highp float tmpvar_17; tmpvar_17 = (tmpvar_12 + 0.00260417); highp float tmpvar_18; tmpvar_18 = max (max (tmpvar_17, tmpvar_14), max (tmpvar_8, tmpvar_10)); highp float tmpvar_19; tmpvar_19 = min (min (tmpvar_17, tmpvar_14), min (tmpvar_8, tmpvar_10)); highp float tmpvar_20; tmpvar_20 = max (0.05, (tmpvar_18 * 0.125)); highp float tmpvar_21; tmpvar_21 = (tmpvar_10 - tmpvar_17); highp float tmpvar_22; tmpvar_22 = (max (tmpvar_18, lumaM_6) - min (tmpvar_19, lumaM_6)); highp float tmpvar_23; tmpvar_23 = (tmpvar_14 - tmpvar_8); if ((tmpvar_22 < tmpvar_20)) { tmpvar_3 = tmpvar_15; } else { dir_5.x = (tmpvar_21 + tmpvar_23); dir_5.y = (tmpvar_21 - tmpvar_23); highp vec2 tmpvar_24; tmpvar_24 = normalize(dir_5); highp vec4 tmpvar_25; tmpvar_25.zw = vec2(0.0, 0.0); tmpvar_25.xy = (xlv_TEXCOORD0 - (tmpvar_24 * fxaaConsoleRcpFrameOpt_1.zw)); highp vec4 tmpvar_26; tmpvar_26.zw = vec2(0.0, 0.0); tmpvar_26.xy = (xlv_TEXCOORD0 + (tmpvar_24 * fxaaConsoleRcpFrameOpt_1.zw)); highp vec2 tmpvar_27; tmpvar_27 = clamp ((tmpvar_24 / ( min (abs(tmpvar_24.x), abs(tmpvar_24.y)) * 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0)); highp vec4 tmpvar_28; tmpvar_28.zw = vec2(0.0, 0.0); tmpvar_28.xy = (xlv_TEXCOORD0 - (tmpvar_27 * fxaaConsoleRcpFrameOpt2_2.zw)); highp vec4 tmpvar_29; tmpvar_29.zw = vec2(0.0, 0.0); tmpvar_29.xy = (xlv_TEXCOORD0 + (tmpvar_27 * fxaaConsoleRcpFrameOpt2_2.zw)); lowp vec4 tmpvar_30; tmpvar_30 = (texture2DLodEXT (_MainTex, tmpvar_25.xy, 0.0) + texture2DLodEXT (_MainTex, tmpvar_26.xy, 0.0)); lowp vec4 tmpvar_31; tmpvar_31 = (((texture2DLodEXT (_MainTex, tmpvar_28.xy, 0.0) + texture2DLodEXT (_MainTex, tmpvar_29.xy, 0.0)) * 0.25) + (tmpvar_30 * 0.25)); rgbyB_4 = tmpvar_31; if (((tmpvar_31.y < tmpvar_19) || (tmpvar_31.y > tmpvar_18))) { rgbyB_4.xyz = (tmpvar_30.xyz * 0.5); }; tmpvar_3 = rgbyB_4; }; gl_FragData[0] = tmpvar_3; } // inputs: 2, stats: 47 alu 9 tex 2 flow