#ifdef GL_ES
#define texture2DLod texture2DLodEXT
#endif
#extension GL_ARB_shader_texture_lod : require
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
   return texture2DLod( s, coord.xy, coord.w);
}
struct v2f {
    vec4 pos;
    vec2 uv;
    vec4 uvPosPos;
};
uniform sampler2D _MainTex;
uniform vec4 _MainTex_TexelSize;
float FxaaLuma( in vec4 rgba );
vec4 FxaaPixelShader( in vec2 pos, in vec4 fxaaConsolePosPos, in sampler2D tex, in sampler2D fxaaConsole360TexExpBiasNegOne, in sampler2D fxaaConsole360TexExpBiasNegTwo, in vec2 fxaaQualityRcpFrame, in vec4 fxaaConsoleRcpFrameOpt, in vec4 fxaaConsoleRcpFrameOpt2, in vec4 fxaaConsole360RcpFrameOpt2, in float fxaaQualitySubpix, in float fxaaQualityEdgeThreshold, in float fxaaQualityEdgeThresholdMin, in float fxaaConsoleEdgeSharpness, in float fxaaConsoleEdgeThreshold, in float fxaaConsoleEdgeThresholdMin, in vec4 fxaaConsole360ConstDir );
vec4 xlat_main( in v2f i );
float FxaaLuma( in vec4 rgba ) {
    return rgba.y ;
}
vec4 FxaaPixelShader( in vec2 pos, in vec4 fxaaConsolePosPos, in sampler2D tex, in sampler2D fxaaConsole360TexExpBiasNegOne, in sampler2D fxaaConsole360TexExpBiasNegTwo, in vec2 fxaaQualityRcpFrame, in vec4 fxaaConsoleRcpFrameOpt, in vec4 fxaaConsoleRcpFrameOpt2, in vec4 fxaaConsole360RcpFrameOpt2, in float fxaaQualitySubpix, in float fxaaQualityEdgeThreshold, in float fxaaQualityEdgeThresholdMin, in float fxaaConsoleEdgeSharpness, in float fxaaConsoleEdgeThreshold, in float fxaaConsoleEdgeThresholdMin, in vec4 fxaaConsole360ConstDir ) {
    float lumaNw;
    float lumaSw;
    float lumaNe;
    float lumaSe;
    vec4 rgbyM;
    float lumaM;
    float lumaMaxNwSw;
    float lumaMinNwSw;
    float lumaMaxNeSe;
    float lumaMinNeSe;
    float lumaMax;
    float lumaMin;
    float lumaMaxScaled;
    float lumaMinM;
    float lumaMaxScaledClamped;
    float lumaMaxM;
    float dirSwMinusNe;
    float lumaMaxSubMinM;
    float dirSeMinusNw;
    vec2 dir;
    vec2 dir1;
    vec4 rgbyN1;
    vec4 rgbyP1;
    float dirAbsMinTimesC;
    vec2 dir2;
    vec4 rgbyN2;
    vec4 rgbyP2;
    vec4 rgbyA;
    vec4 rgbyB;
    bool twoTap;
    lumaNw = FxaaLuma( xll_tex2Dlod( tex, vec4( fxaaConsolePosPos.xy , 0.00000, 0.00000)));
    lumaSw = FxaaLuma( xll_tex2Dlod( tex, vec4( fxaaConsolePosPos.xw , 0.00000, 0.00000)));
    lumaNe = FxaaLuma( xll_tex2Dlod( tex, vec4( fxaaConsolePosPos.zy , 0.00000, 0.00000)));
    lumaSe = FxaaLuma( xll_tex2Dlod( tex, vec4( fxaaConsolePosPos.zw , 0.00000, 0.00000)));
    rgbyM = xll_tex2Dlod( tex, vec4( pos.xy , 0.00000, 0.00000));
    lumaM = rgbyM.y ;
    lumaMaxNwSw = max( lumaNw, lumaSw);
    lumaNe += 0.00260417;
    lumaMinNwSw = min( lumaNw, lumaSw);
    lumaMaxNeSe = max( lumaNe, lumaSe);
    lumaMinNeSe = min( lumaNe, lumaSe);
    lumaMax = max( lumaMaxNeSe, lumaMaxNwSw);
    lumaMin = min( lumaMinNeSe, lumaMinNwSw);
    lumaMaxScaled = (lumaMax * fxaaConsoleEdgeThreshold);
    lumaMinM = min( lumaMin, lumaM);
    lumaMaxScaledClamped = max( fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
    lumaMaxM = max( lumaMax, lumaM);
    dirSwMinusNe = (lumaSw - lumaNe);
    lumaMaxSubMinM = (lumaMaxM - lumaMinM);
    dirSeMinusNw = (lumaSe - lumaNw);
    if ( (lumaMaxSubMinM < lumaMaxScaledClamped) ){
        return rgbyM;
    }
    dir.x  = (dirSwMinusNe + dirSeMinusNw);
    dir.y  = (dirSwMinusNe - dirSeMinusNw);
    dir1 = normalize( dir.xy  );
    rgbyN1 = xll_tex2Dlod( tex, vec4( (pos.xy  - (dir1 * fxaaConsoleRcpFrameOpt.zw )), 0.00000, 0.00000));
    rgbyP1 = xll_tex2Dlod( tex, vec4( (pos.xy  + (dir1 * fxaaConsoleRcpFrameOpt.zw )), 0.00000, 0.00000));
    dirAbsMinTimesC = (min( abs( dir1.x  ), abs( dir1.y  )) * fxaaConsoleEdgeSharpness);
    dir2 = clamp( (dir1.xy  / dirAbsMinTimesC), vec2( -2.00000), vec2( 2.00000));
    rgbyN2 = xll_tex2Dlod( tex, vec4( (pos.xy  - (dir2 * fxaaConsoleRcpFrameOpt2.zw )), 0.00000, 0.00000));
    rgbyP2 = xll_tex2Dlod( tex, vec4( (pos.xy  + (dir2 * fxaaConsoleRcpFrameOpt2.zw )), 0.00000, 0.00000));
    rgbyA = (rgbyN1 + rgbyP1);
    rgbyB = (((rgbyN2 + rgbyP2) * 0.250000) + (rgbyA * 0.250000));
    twoTap = ((rgbyB.y  < lumaMin) || (rgbyB.y  > lumaMax));
    if ( twoTap ){
        rgbyB.xyz  = (rgbyA.xyz  * 0.500000);
    }
    return rgbyB;
}
vec4 xlat_main( in v2f i ) {
    float fxaaN = 0.500000;
    return FxaaPixelShader( i.uv, i.uvPosPos, _MainTex, _MainTex, _MainTex, _MainTex_TexelSize.xy , (_MainTex_TexelSize.xyxy  * vec4( ( -fxaaN ), ( -fxaaN ), fxaaN, fxaaN)), (_MainTex_TexelSize.xyxy  * vec4( -2.00000, -2.00000, 2.00000, 2.00000)), (_MainTex_TexelSize.xyxy  * vec4( 8.00000, 8.00000, -4.00000, -4.00000)), 0.750000, 0.166000, 0.0833000, 8.00000, 0.125000, 0.0500000, vec4( 1.00000, -1.00000, 0.250000, -0.250000));
}
varying vec4 xlv_SV_POSITION;
varying vec2 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4( xlv_SV_POSITION);
    xlt_i.uv = vec2( xlv_TEXCOORD0);
    xlt_i.uvPosPos = vec4( xlv_TEXCOORD1);
    xl_retval = xlat_main( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
