#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; vec4 rgbyA_5; vec2 dir_6; float dirSeMinusNw_7; float lumaMaxSubMinM_8; float dirSwMinusNe_9; float lumaNe_10; vec4 tmpvar_11; tmpvar_11 = texture2DLod (_MainTex, xlv_TEXCOORD1.xy, 0.0); vec4 tmpvar_12; tmpvar_12 = texture2DLod (_MainTex, xlv_TEXCOORD1.xw, 0.0); vec4 tmpvar_13; tmpvar_13 = texture2DLod (_MainTex, xlv_TEXCOORD1.zw, 0.0); vec4 tmpvar_14; tmpvar_14 = texture2DLod (_MainTex, xlv_TEXCOORD0, 0.0); lumaNe_10 = (texture2DLod (_MainTex, xlv_TEXCOORD1.zy, 0.0).y + 0.00260417); float tmpvar_15; tmpvar_15 = max (max (lumaNe_10, tmpvar_13.y), max (tmpvar_11.y, tmpvar_12.y)); float tmpvar_16; tmpvar_16 = min (min (lumaNe_10, tmpvar_13.y), min (tmpvar_11.y, tmpvar_12.y)); float tmpvar_17; tmpvar_17 = max (0.05, (tmpvar_15 * 0.125)); dirSwMinusNe_9 = (tmpvar_12.y - lumaNe_10); lumaMaxSubMinM_8 = (max (tmpvar_15, tmpvar_14.y) - min (tmpvar_16, tmpvar_14.y)); dirSeMinusNw_7 = (tmpvar_13.y - tmpvar_11.y); if ((lumaMaxSubMinM_8 < tmpvar_17)) { tmpvar_3 = tmpvar_14; } else { dir_6.x = (dirSwMinusNe_9 + dirSeMinusNw_7); dir_6.y = (dirSwMinusNe_9 - dirSeMinusNw_7); vec2 tmpvar_18; tmpvar_18 = normalize(dir_6); vec4 tmpvar_19; tmpvar_19.zw = vec2(0.0, 0.0); tmpvar_19.xy = (xlv_TEXCOORD0 - (tmpvar_18 * fxaaConsoleRcpFrameOpt_1.zw)); vec4 tmpvar_20; tmpvar_20.zw = vec2(0.0, 0.0); tmpvar_20.xy = (xlv_TEXCOORD0 + (tmpvar_18 * fxaaConsoleRcpFrameOpt_1.zw)); vec2 tmpvar_21; tmpvar_21 = clamp ((tmpvar_18 / ( min (abs(tmpvar_18.x), abs(tmpvar_18.y)) * 8.0)), vec2(-2.0, -2.0), vec2(2.0, 2.0)); vec4 tmpvar_22; tmpvar_22.zw = vec2(0.0, 0.0); tmpvar_22.xy = (xlv_TEXCOORD0 - (tmpvar_21 * fxaaConsoleRcpFrameOpt2_2.zw)); vec4 tmpvar_23; tmpvar_23.zw = vec2(0.0, 0.0); tmpvar_23.xy = (xlv_TEXCOORD0 + (tmpvar_21 * fxaaConsoleRcpFrameOpt2_2.zw)); rgbyA_5 = (texture2DLod (_MainTex, tmpvar_19.xy, 0.0) + texture2DLod (_MainTex, tmpvar_20.xy, 0.0)); rgbyB_4 = (((texture2DLod (_MainTex, tmpvar_22.xy, 0.0) + texture2DLod (_MainTex, tmpvar_23.xy, 0.0)) * 0.25) + (rgbyA_5 * 0.25)); if (((rgbyB_4.y < tmpvar_16) || (rgbyB_4.y > tmpvar_15))) { rgbyB_4.xyz = (rgbyA_5.xyz * 0.5); }; tmpvar_3 = rgbyB_4; }; gl_FragData[0] = tmpvar_3; } // stats: 47 alu 9 tex 2 flow // inputs: 2 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // #1: xlv_TEXCOORD1 (high float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: _MainTex_TexelSize (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]