/*
BSLex (BSL Edit) by LexBoosT
*/

//FXAA 3.11 from http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html
float quality[12]=float[12](1.,1.,1.,1.,1.,1.5,2.,2.,2.,2.,4.,8.);

void FXAA311(inout vec3 color){
	float edgeThresholdMin=.03125;
	float edgeThresholdMax=.0625;
	float subpixelQuality=.75;
	int iterations=12;
	
	vec2 view=1./vec2(viewWidth,viewHeight);
	
	float lumaCenter=GetLuminance(color);
	float lumaDown=GetLuminance(texture2DLod(colortex1,texCoord+vec2(0.,-1.)*view,0.).rgb);
	float lumaUp=GetLuminance(texture2DLod(colortex1,texCoord+vec2(0.,1.)*view,0.).rgb);
	float lumaLeft=GetLuminance(texture2DLod(colortex1,texCoord+vec2(-1.,0.)*view,0.).rgb);
	float lumaRight=GetLuminance(texture2DLod(colortex1,texCoord+vec2(1.,0.)*view,0.).rgb);
	
	float lumaMin=min(lumaCenter,min(min(lumaDown,lumaUp),min(lumaLeft,lumaRight)));
	float lumaMax=max(lumaCenter,max(max(lumaDown,lumaUp),max(lumaLeft,lumaRight)));
	
	float lumaRange=lumaMax-lumaMin;
	
	if(lumaRange>max(edgeThresholdMin,lumaMax*edgeThresholdMax)){
		float lumaDownLeft=GetLuminance(texture2DLod(colortex1,texCoord+vec2(-1.,-1.)*view,0.).rgb);
		float lumaUpRight=GetLuminance(texture2DLod(colortex1,texCoord+vec2(1.,1.)*view,0.).rgb);
		float lumaUpLeft=GetLuminance(texture2DLod(colortex1,texCoord+vec2(-1.,1.)*view,0.).rgb);
		float lumaDownRight=GetLuminance(texture2DLod(colortex1,texCoord+vec2(1.,-1.)*view,0.).rgb);
		
		float lumaDownUp=lumaDown+lumaUp;
		float lumaLeftRight=lumaLeft+lumaRight;
		
		float lumaLeftCorners=lumaDownLeft+lumaUpLeft;
		float lumaDownCorners=lumaDownLeft+lumaDownRight;
		float lumaRightCorners=lumaDownRight+lumaUpRight;
		float lumaUpCorners=lumaUpRight+lumaUpLeft;
		
		float edgeHorizontal=abs(-2.*lumaLeft+lumaLeftCorners)+
		abs(-2.*lumaCenter+lumaDownUp)*2.+
		abs(-2.*lumaRight+lumaRightCorners);
		float edgeVertical=abs(-2.*lumaUp+lumaUpCorners)+
		abs(-2.*lumaCenter+lumaLeftRight)*2.+
		abs(-2.*lumaDown+lumaDownCorners);
		
		bool isHorizontal=(edgeHorizontal>=edgeVertical);
		
		float luma1=isHorizontal?lumaDown:lumaLeft;
		float luma2=isHorizontal?lumaUp:lumaRight;
		float gradient1=luma1-lumaCenter;
		float gradient2=luma2-lumaCenter;
		
		bool is1Steepest=abs(gradient1)>=abs(gradient2);
		float gradientScaled=.25*max(abs(gradient1),abs(gradient2));
		
		float stepLength=isHorizontal?view.y:view.x;
		
		float lumaLocalAverage=0.;
		
		if(is1Steepest){
			stepLength=-stepLength;
			lumaLocalAverage=.5*(luma1+lumaCenter);
		}else{
			lumaLocalAverage=.5*(luma2+lumaCenter);
		}
		
		vec2 currentUv=texCoord;
		if(isHorizontal){
			currentUv.y+=stepLength*.5;
		}else{
			currentUv.x+=stepLength*.5;
		}
		
		vec2 offset=isHorizontal?vec2(view.x,0.):vec2(0.,view.y);
		
		vec2 uv1=currentUv-offset;
		vec2 uv2=currentUv+offset;
		
		float lumaEnd1=GetLuminance(texture2DLod(colortex1,uv1,0.).rgb);
		float lumaEnd2=GetLuminance(texture2DLod(colortex1,uv2,0.).rgb);
		lumaEnd1-=lumaLocalAverage;
		lumaEnd2-=lumaLocalAverage;
		
		bool reached1=abs(lumaEnd1)>=gradientScaled;
		bool reached2=abs(lumaEnd2)>=gradientScaled;
		bool reachedBoth=reached1&&reached2;
		
		if(!reached1){
			uv1-=offset;
		}
		if(!reached2){
			uv2+=offset;
		}
		
		if(!reachedBoth){
			for(int i=2;i<iterations;i++){
				if(!reached1){
					lumaEnd1=GetLuminance(texture2DLod(colortex1,uv1,0.).rgb);
					lumaEnd1=lumaEnd1-lumaLocalAverage;
				}
				if(!reached2){
					lumaEnd2=GetLuminance(texture2DLod(colortex1,uv2,0.).rgb);
					lumaEnd2=lumaEnd2-lumaLocalAverage;
				}
				
				reached1=abs(lumaEnd1)>=gradientScaled;
				reached2=abs(lumaEnd2)>=gradientScaled;
				reachedBoth=reached1&&reached2;
				
				if(!reached1){
					uv1-=offset*quality[i];
				}
				if(!reached2){
					uv2+=offset*quality[i];
				}
				
				if(reachedBoth)break;
			}
		}
		
		float distance1=isHorizontal?(texCoord.x-uv1.x):(texCoord.y-uv1.y);
		float distance2=isHorizontal?(uv2.x-texCoord.x):(uv2.y-texCoord.y);
		
		bool isDirection1=distance1<distance2;
		float distanceFinal=min(distance1,distance2);
		
		float edgeThickness=(distance1+distance2);
		
		float pixelOffset=-distanceFinal/edgeThickness+.5;
		
		bool isLumaCenterSmaller=lumaCenter<lumaLocalAverage;
		
		bool correctVariation=((isDirection1?lumaEnd1:lumaEnd2)<0.)!=isLumaCenterSmaller;
		
		float finalOffset=correctVariation?pixelOffset:0.;
		
		float lumaAverage=(1./12.)*(2.*(lumaDownUp+lumaLeftRight)+lumaLeftCorners+lumaRightCorners);
		float subPixelOffset1=clamp(abs(lumaAverage-lumaCenter)/lumaRange,0.,1.);
		float subPixelOffset2=(-2.*subPixelOffset1+3.)*subPixelOffset1*subPixelOffset1;
		float subPixelOffsetFinal=subPixelOffset2*subPixelOffset2*subpixelQuality;
		
		finalOffset=max(finalOffset,subPixelOffsetFinal);
		
		// Compute the final UV coordinates.
		vec2 finalUv=texCoord;
		if(isHorizontal){
			finalUv.y+=finalOffset*stepLength;
		}else{
			finalUv.x+=finalOffset*stepLength;
		}
		
		color=texture2DLod(colortex1,finalUv,0.).rgb;
	}
}