#version 420
#extension GL_ARB_texture_gather : enable

/*-----------------------------settings-------------------------------------*/

#define Subpix               0.70  //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define EdgeThreshold        0.125  //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define EdgeThresholdMin     0.0625  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

/*--------------------------------------------------------------------------*/

// shader f14bb57cd5c9cb77
// fxaa in game
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;

#define FXAA_QUALITY__PS 12
#define FXAA_QUALITY__P0 1.0
#define FXAA_QUALITY__P1 1.0
#define FXAA_QUALITY__P2 1.0
#define FXAA_QUALITY__P3 1.0
#define FXAA_QUALITY__P4 1.0
#define FXAA_QUALITY__P5 1.5
#define FXAA_QUALITY__P6 2.0
#define FXAA_QUALITY__P7 2.0
#define FXAA_QUALITY__P8 2.0
#define FXAA_QUALITY__P9 2.0
#define FXAA_QUALITY__P10 4.0
#define FXAA_QUALITY__P11 8.0

#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
#define FxaaFloat2 vec2
#define FxaaFloat3 vec3
#define FxaaFloat4 vec4
#define FxaaHalf float
#define FxaaHalf2 vec2
#define FxaaHalf3 vec3
#define FxaaHalf4 vec4
#define FxaaInt2 ivec2
#define FxaaSat(x) clamp(x, 0.0, 1.0)
#define FxaaTex sampler2D

#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)

#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)

FxaaFloat4 FxaaPixelShader(
    FxaaFloat2 pos,
    FxaaTex tex,
    FxaaTex lum,
    FxaaFloat2 fxaaQualityRcpFrame,
    FxaaFloat fxaaQualitySubpix,
    FxaaFloat fxaaQualityEdgeThreshold,
    FxaaFloat fxaaQualityEdgeThresholdMin
) {
    FxaaFloat2 posM;
    posM.x = pos.x;
    posM.y = pos.y;
	FxaaFloat4 rgbyM = vec4(FxaaTexTop(tex, posM).xyz, FxaaTexTop(lum, posM).x);
	#define lumaM rgbyM.w
    FxaaFloat4 luma4A = textureGather(lum, posM);
    FxaaFloat4 luma4B = textureGatherOffset(lum, posM, FxaaInt2(-1, -1));
    #define lumaE luma4A.z
    #define lumaS luma4A.x
    #define lumaSE luma4A.y
    #define lumaNW luma4B.w
    #define lumaN luma4B.z
    #define lumaW luma4B.x
    FxaaFloat maxSM = max(lumaS, lumaM);
    FxaaFloat minSM = min(lumaS, lumaM);
    FxaaFloat maxESM = max(lumaE, maxSM);
    FxaaFloat minESM = min(lumaE, minSM);
    FxaaFloat maxWN = max(lumaN, lumaW);
    FxaaFloat minWN = min(lumaN, lumaW);
    FxaaFloat rangeMax = max(maxWN, maxESM);
    FxaaFloat rangeMin = min(minWN, minESM);
    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
    FxaaFloat range = rangeMax - rangeMin;
    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
    FxaaBool earlyExit = range < rangeMaxClamped;
    if(earlyExit)
        return rgbyM;
    FxaaFloat lumaNE = FxaaTexOff(lum, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy).x;
    FxaaFloat lumaSW = FxaaTexOff(lum, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy).x;
    FxaaFloat lumaNS = lumaN + lumaS;
    FxaaFloat lumaWE = lumaW + lumaE;
    FxaaFloat subpixRcpRange = 1.0/range;
    FxaaFloat subpixNSWE = lumaNS + lumaWE;
    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
    FxaaFloat lumaNESE = lumaNE + lumaSE;
    FxaaFloat lumaNWNE = lumaNW + lumaNE;
    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
    FxaaFloat lumaNWSW = lumaNW + lumaSW;
    FxaaFloat lumaSWSE = lumaSW + lumaSE;
    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
    FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
    FxaaBool horzSpan = edgeHorz >= edgeVert;
    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
    if(!horzSpan) lumaN = lumaW;
    if(!horzSpan) lumaS = lumaE;
    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
    FxaaFloat gradientN = lumaN - lumaM;
    FxaaFloat gradientS = lumaS - lumaM;
    FxaaFloat lumaNN = lumaN + lumaM;
    FxaaFloat lumaSS = lumaS + lumaM;
    FxaaBool pairN = abs(gradientN) >= abs(gradientS);
    FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
    if(pairN) lengthSign = -lengthSign;
    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
    FxaaFloat2 posB;
    posB.x = posM.x;
    posB.y = posM.y;
    FxaaFloat2 offNP;
    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
    if(!horzSpan) posB.x += lengthSign * 0.5;
    if( horzSpan) posB.y += lengthSign * 0.5;
    FxaaFloat2 posN;
    posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
    posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
    FxaaFloat2 posP;
    posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
    posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
    FxaaFloat lumaEndN = FxaaTexTop(lum, posN).x;
    FxaaFloat subpixE = subpixC * subpixC;
    FxaaFloat lumaEndP = FxaaTexTop(lum, posP).x;
    if(!pairN) lumaNN = lumaSS;
    FxaaFloat gradientScaled = gradient * 1.0/4.0;
    FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
    FxaaFloat subpixF = subpixD * subpixE;
    FxaaBool lumaMLTZero = lumaMM < 0.0;
    lumaEndN -= lumaNN * 0.5;
    lumaEndP -= lumaNN * 0.5;
    FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
    FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
    FxaaBool doneNP = (!doneN) || (!doneP);
    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
    if(doneNP) {
        if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
        if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
        doneN = abs(lumaEndN) >= gradientScaled;
        doneP = abs(lumaEndP) >= gradientScaled;
        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
        doneNP = (!doneN) || (!doneP);
        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
        #if (FXAA_QUALITY__PS > 3)
        if(doneNP) {
            if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
            if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
            doneN = abs(lumaEndN) >= gradientScaled;
            doneP = abs(lumaEndP) >= gradientScaled;
            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
            doneNP = (!doneN) || (!doneP);
            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
            #if (FXAA_QUALITY__PS > 4)
            if(doneNP) {
                if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
                if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                doneN = abs(lumaEndN) >= gradientScaled;
                doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
                doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
                #if (FXAA_QUALITY__PS > 5)
                if(doneNP) {
                    if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
                    if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                    doneN = abs(lumaEndN) >= gradientScaled;
                    doneP = abs(lumaEndP) >= gradientScaled;
                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
                    doneNP = (!doneN) || (!doneP);
                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
                    #if (FXAA_QUALITY__PS > 6)
                    if(doneNP) {
                        if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
                        if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                        doneN = abs(lumaEndN) >= gradientScaled;
                        doneP = abs(lumaEndP) >= gradientScaled;
                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
                        #if (FXAA_QUALITY__PS > 7)
                        if(doneNP) {
                            if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
                            if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                            doneN = abs(lumaEndN) >= gradientScaled;
                            doneP = abs(lumaEndP) >= gradientScaled;
                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
                            doneNP = (!doneN) || (!doneP);
                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
    #if (FXAA_QUALITY__PS > 8)
    if(doneNP) {
        if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
        if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
        doneN = abs(lumaEndN) >= gradientScaled;
        doneP = abs(lumaEndP) >= gradientScaled;
        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
        doneNP = (!doneN) || (!doneP);
        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
        #if (FXAA_QUALITY__PS > 9)
        if(doneNP) {
            if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
            if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
            doneN = abs(lumaEndN) >= gradientScaled;
            doneP = abs(lumaEndP) >= gradientScaled;
            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
            doneNP = (!doneN) || (!doneP);
            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
            #if (FXAA_QUALITY__PS > 10)
            if(doneNP) {
                if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
                if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                doneN = abs(lumaEndN) >= gradientScaled;
                doneP = abs(lumaEndP) >= gradientScaled;
                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
                doneNP = (!doneN) || (!doneP);
                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
                #if (FXAA_QUALITY__PS > 11)
                if(doneNP) {
                    if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
                    if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                    doneN = abs(lumaEndN) >= gradientScaled;
                    doneP = abs(lumaEndP) >= gradientScaled;
                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
                    doneNP = (!doneN) || (!doneP);
                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
                    #if (FXAA_QUALITY__PS > 12)
                    if(doneNP) {
                        if(!doneN) lumaEndN = FxaaTexTop(lum, posN.xy).x;
                        if(!doneP) lumaEndP = FxaaTexTop(lum, posP.xy).x;
                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                        doneN = abs(lumaEndN) >= gradientScaled;
                        doneP = abs(lumaEndP) >= gradientScaled;
                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
                        doneNP = (!doneN) || (!doneP);
                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
                    }
                    #endif
                }
                #endif
            }
            #endif
        }
        #endif
    }
    #endif
                        }
                        #endif
                    }
                    #endif
                }
                #endif
            }
            #endif
        }
        #endif
    }
    FxaaFloat dstN = posM.x - posN.x;
    FxaaFloat dstP = posP.x - posM.x;
    if(!horzSpan) dstN = posM.y - posN.y;
    if(!horzSpan) dstP = posP.y - posM.y;
    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
    FxaaFloat spanLength = (dstP + dstN);
    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
    FxaaFloat spanLengthRcp = 1.0/spanLength;
    FxaaBool directionN = dstN < dstP;
    FxaaFloat dst = min(dstN, dstP);
    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
    FxaaFloat subpixG = subpixF * subpixF;
    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
    FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
    return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
}


vec2 RcpFrame = vec2(1.0 / 1280.0, 1.0 / 720.0) * uf_fragCoordScale;
void main()
{
passPixelColor0 = FxaaPixelShader(passParameterSem2.xy, textureUnitPS0, textureUnitPS1, RcpFrame, Subpix, EdgeThreshold, EdgeThresholdMin);
}