#extension GL_ARB_shader_texture_lod : enable varying vec4 xlv_TEXCOORD1; varying vec2 xlv_TEXCOORD0; uniform vec4 _MainTex_TexelSize; uniform sampler2D _MainTex; void main () { vec4 fxaaConsoleRcpFrameOpt; fxaaConsoleRcpFrameOpt = (_MainTex_TexelSize.xyxy * vec4(-0.5, -0.5, 0.5, 0.5)); vec4 fxaaConsoleRcpFrameOpt2; fxaaConsoleRcpFrameOpt2 = (_MainTex_TexelSize.xyxy * vec4(-2.0, -2.0, 2.0, 2.0)); vec4 tmpvar_1; vec4 rgbyB; vec2 dir; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = xlv_TEXCOORD1.xy; vec4 tmpvar_3; tmpvar_3 = texture2DLod (_MainTex, tmpvar_2.xy, 0.0); float tmpvar_4; tmpvar_4 = tmpvar_3.y; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = xlv_TEXCOORD1.xw; vec4 tmpvar_6; tmpvar_6 = texture2DLod (_MainTex, tmpvar_5.xy, 0.0); float tmpvar_7; tmpvar_7 = tmpvar_6.y; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 0.0); tmpvar_8.xy = xlv_TEXCOORD1.zy; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 0.0); tmpvar_9.xy = xlv_TEXCOORD1.zw; vec4 tmpvar_10; tmpvar_10 = texture2DLod (_MainTex, tmpvar_9.xy, 0.0); float tmpvar_11; tmpvar_11 = tmpvar_10.y; vec4 tmpvar_12; tmpvar_12.zw = vec2(0.0, 0.0); tmpvar_12.xy = xlv_TEXCOORD0; vec4 tmpvar_13; tmpvar_13 = texture2DLod (_MainTex, tmpvar_12.xy, 0.0); float tmpvar_14; tmpvar_14 = tmpvar_13.y; float tmpvar_15; tmpvar_15 = (texture2DLod (_MainTex, tmpvar_8.xy, 0.0).y + 0.00260417); float tmpvar_16; tmpvar_16 = max (max (tmpvar_15, tmpvar_11), max (tmpvar_4, tmpvar_7)); float tmpvar_17; tmpvar_17 = min (min (tmpvar_15, tmpvar_11), min (tmpvar_4, tmpvar_7)); float tmpvar_18; tmpvar_18 = max (0.05, (tmpvar_16 * 0.125)); float tmpvar_19; tmpvar_19 = (tmpvar_6.y - tmpvar_15); float tmpvar_20; tmpvar_20 = (max (tmpvar_16, tmpvar_14) - min (tmpvar_17, tmpvar_14)); float tmpvar_21; tmpvar_21 = (tmpvar_10.y - tmpvar_3.y); if ((tmpvar_20 < tmpvar_18)) { tmpvar_1 = tmpvar_13; } else { dir.x = (tmpvar_19 + tmpvar_21); dir.y = (tmpvar_19 - tmpvar_21); vec2 tmpvar_22; tmpvar_22 = normalize (dir); vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.xy = (xlv_TEXCOORD0 - (tmpvar_22 * fxaaConsoleRcpFrameOpt.zw)); vec4 tmpvar_24; tmpvar_24.zw = vec2(0.0, 0.0); tmpvar_24.xy = (xlv_TEXCOORD0 + (tmpvar_22 * fxaaConsoleRcpFrameOpt.zw)); vec2 tmpvar_25; tmpvar_25 = clamp ((tmpvar_22 / (min (abs (tmpvar_22.x), abs (tmpvar_22.y)) * 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0)); vec4 tmpvar_26; tmpvar_26.zw = vec2(0.0, 0.0); tmpvar_26.xy = (xlv_TEXCOORD0 - (tmpvar_25 * fxaaConsoleRcpFrameOpt2.zw)); vec4 tmpvar_27; tmpvar_27.zw = vec2(0.0, 0.0); tmpvar_27.xy = (xlv_TEXCOORD0 + (tmpvar_25 * fxaaConsoleRcpFrameOpt2.zw)); vec4 tmpvar_28; tmpvar_28 = (texture2DLod (_MainTex, tmpvar_23.xy, 0.0) + texture2DLod (_MainTex, tmpvar_24.xy, 0.0)); vec4 tmpvar_29; tmpvar_29 = (((texture2DLod (_MainTex, tmpvar_26.xy, 0.0) + texture2DLod (_MainTex, tmpvar_27.xy, 0.0)) * 0.25) + (tmpvar_28 * 0.25)); rgbyB = tmpvar_29; bool tmpvar_30; if ((tmpvar_29.y < tmpvar_17)) { tmpvar_30 = bool(1); } else { tmpvar_30 = (tmpvar_29.y > tmpvar_16); }; if (tmpvar_30) { rgbyB.xyz = (tmpvar_28.xyz * 0.5); }; tmpvar_1 = rgbyB; }; gl_FragData[0] = tmpvar_1; }