export default "@export clay.compositor.fxaa3\nuniform sampler2D texture;\nuniform vec4 viewport : VIEWPORT;\nuniform float subpixel: 0.75;\nuniform float edgeThreshold: 0.125;\nuniform float edgeThresholdMin: 0.0625;\nvarying vec2 v_Texcoord;\n@import clay.util.rgbm\nfloat FxaaLuma(vec4 rgba) { return rgba.y; }\nvec4 FxaaPixelShader(\n vec2 pos\n ,sampler2D tex\n ,vec2 fxaaQualityRcpFrame\n ,float fxaaQualitySubpix\n ,float fxaaQualityEdgeThreshold\n ,float fxaaQualityEdgeThresholdMin\n) {\n vec2 posM;\n posM.x = pos.x;\n posM.y = pos.y;\n vec4 rgbyM = decodeHDR(texture2D(texture, posM, 0.0));\n float lumaS = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 0.0, 1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n float lumaE = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 1.0, 0.0) * fxaaQualityRcpFrame.xy), 0.0)));\n float lumaN = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 0.0,-1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n float lumaW = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2(-1.0, 0.0) * fxaaQualityRcpFrame.xy), 0.0)));\n float maxSM = max(lumaS, rgbyM.y);\n float minSM = min(lumaS, rgbyM.y);\n float maxESM = max(lumaE, maxSM);\n float minESM = min(lumaE, minSM);\n float maxWN = max(lumaN, lumaW);\n float minWN = min(lumaN, lumaW);\n float rangeMax = max(maxWN, maxESM);\n float rangeMin = min(minWN, minESM);\n float rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;\n float range = rangeMax - rangeMin;\n float rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);\n bool earlyExit = range < rangeMaxClamped;\n if(earlyExit) return rgbyM;\n float lumaNW = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2(-1.0,-1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n float lumaSE = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 1.0, 1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n float lumaNE = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2( 1.0,-1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n float lumaSW = FxaaLuma(decodeHDR(texture2D(texture, posM + (vec2(-1.0, 1.0) * fxaaQualityRcpFrame.xy), 0.0)));\n float lumaNS = lumaN + lumaS;\n float lumaWE = lumaW + lumaE;\n float subpixRcpRange = 1.0/range;\n float subpixNSWE = lumaNS + lumaWE;\n float edgeHorz1 = (-2.0 * rgbyM.y) + lumaNS;\n float edgeVert1 = (-2.0 * rgbyM.y) + lumaWE;\n float lumaNESE = lumaNE + lumaSE;\n float lumaNWNE = lumaNW + lumaNE;\n float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;\n float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;\n float lumaNWSW = lumaNW + lumaSW;\n float lumaSWSE = lumaSW + lumaSE;\n float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);\n float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);\n float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;\n float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;\n float edgeHorz = abs(edgeHorz3) + edgeHorz4;\n float edgeVert = abs(edgeVert3) + edgeVert4;\n float subpixNWSWNESE = lumaNWSW + lumaNESE;\n float lengthSign = fxaaQualityRcpFrame.x;\n bool horzSpan = edgeHorz >= edgeVert;\n float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;\n if(!horzSpan) lumaN = lumaW;\n if(!horzSpan) lumaS = lumaE;\n if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;\n float subpixB = (subpixA * (1.0/12.0)) - rgbyM.y;\n float gradientN = lumaN - rgbyM.y;\n float gradientS = lumaS - rgbyM.y;\n float lumaNN = lumaN + rgbyM.y;\n float lumaSS = lumaS + rgbyM.y;\n bool pairN = abs(gradientN) >= abs(gradientS);\n float gradient = max(abs(gradientN), abs(gradientS));\n if(pairN) lengthSign = -lengthSign;\n float subpixC = clamp(abs(subpixB) * subpixRcpRange, 0.0, 1.0);\n vec2 posB;\n posB.x = posM.x;\n posB.y = posM.y;\n vec2 offNP;\n offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;\n offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;\n if(!horzSpan) posB.x += lengthSign * 0.5;\n if( horzSpan) posB.y += lengthSign * 0.5;\n vec2 posN;\n posN.x = posB.x - offNP.x * 1.0;\n posN.y = posB.y - offNP.y * 1.0;\n vec2 posP;\n posP.x = posB.x + offNP.x * 1.0;\n posP.y = posB.y + offNP.y * 1.0;\n float subpixD = ((-2.0)*subpixC) + 3.0;\n float lumaEndN = FxaaLuma(decodeHDR(texture2D(texture, posN, 0.0)));\n float subpixE = subpixC * subpixC;\n float lumaEndP = FxaaLuma(decodeHDR(texture2D(texture, posP, 0.0)));\n if(!pairN) lumaNN = lumaSS;\n float gradientScaled = gradient * 1.0/4.0;\n float lumaMM = rgbyM.y - lumaNN * 0.5;\n float subpixF = subpixD * subpixE;\n bool lumaMLTZero = lumaMM < 0.0;\n lumaEndN -= lumaNN * 0.5;\n lumaEndP -= lumaNN * 0.5;\n bool doneN = abs(lumaEndN) >= gradientScaled;\n bool doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * 1.5;\n if(!doneN) posN.y -= offNP.y * 1.5;\n bool doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * 1.5;\n if(!doneP) posP.y += offNP.y * 1.5;\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma(decodeHDR(texture2D(texture, posN.xy, 0.0)));\n if(!doneP) lumaEndP = FxaaLuma(decodeHDR(texture2D(texture, posP.xy, 0.0)));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * 2.0;\n if(!doneN) posN.y -= offNP.y * 2.0;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * 2.0;\n if(!doneP) posP.y += offNP.y * 2.0;\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma(decodeHDR(texture2D(texture, posN.xy, 0.0)));\n if(!doneP) lumaEndP = FxaaLuma(decodeHDR(texture2D(texture, posP.xy, 0.0)));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * 4.0;\n if(!doneN) posN.y -= offNP.y * 4.0;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * 4.0;\n if(!doneP) posP.y += offNP.y * 4.0;\n if(doneNP) {\n if(!doneN) lumaEndN = FxaaLuma(decodeHDR(texture2D(texture, posN.xy, 0.0)));\n if(!doneP) lumaEndP = FxaaLuma(decodeHDR(texture2D(texture, posP.xy, 0.0)));\n if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;\n if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;\n doneN = abs(lumaEndN) >= gradientScaled;\n doneP = abs(lumaEndP) >= gradientScaled;\n if(!doneN) posN.x -= offNP.x * 12.0;\n if(!doneN) posN.y -= offNP.y * 12.0;\n doneNP = (!doneN) || (!doneP);\n if(!doneP) posP.x += offNP.x * 12.0;\n if(!doneP) posP.y += offNP.y * 12.0;\n }\n }\n }\n float dstN = posM.x - posN.x;\n float dstP = posP.x - posM.x;\n if(!horzSpan) dstN = posM.y - posN.y;\n if(!horzSpan) dstP = posP.y - posM.y;\n bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;\n float spanLength = (dstP + dstN);\n bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;\n float spanLengthRcp = 1.0/spanLength;\n bool directionN = dstN < dstP;\n float dst = min(dstN, dstP);\n bool goodSpan = directionN ? goodSpanN : goodSpanP;\n float subpixG = subpixF * subpixF;\n float pixelOffset = (dst * (-spanLengthRcp)) + 0.5;\n float subpixH = subpixG * fxaaQualitySubpix;\n float pixelOffsetGood = goodSpan ? pixelOffset : 0.0;\n float pixelOffsetSubpix = max(pixelOffsetGood, subpixH);\n if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;\n if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;\n return vec4(decodeHDR(texture2D(texture, posM, 0.0)).xyz, rgbyM.y);\n}\nvoid main()\n{\n vec4 color = FxaaPixelShader(\n v_Texcoord,\n texture,\n vec2(1.0) / viewport.zw,\n subpixel,\n edgeThreshold,\n edgeThresholdMin\n );\n gl_FragColor = vec4(color.rgb, 1.0);\n}\n@end";