#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]