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namespace UnityEngine.PostProcessing
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{
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public sealed class FxaaComponent : PostProcessingComponentRenderTexture<AntialiasingModel>
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{
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static class Uniforms
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{
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internal static readonly int _QualitySettings = Shader.PropertyToID("_QualitySettings");
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internal static readonly int _ConsoleSettings = Shader.PropertyToID("_ConsoleSettings");
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}
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public override bool active
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{
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get
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{
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return model.enabled
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&& model.settings.method == AntialiasingModel.Method.Fxaa
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&& !context.interrupted;
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}
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}
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public void Render(RenderTexture source, RenderTexture destination)
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{
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var settings = model.settings.fxaaSettings;
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var material = context.materialFactory.Get("Hidden/Post FX/FXAA");
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var qualitySettings = AntialiasingModel.FxaaQualitySettings.presets[(int)settings.preset];
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var consoleSettings = AntialiasingModel.FxaaConsoleSettings.presets[(int)settings.preset];
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material.SetVector(Uniforms._QualitySettings,
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new Vector3(
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qualitySettings.subpixelAliasingRemovalAmount,
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qualitySettings.edgeDetectionThreshold,
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qualitySettings.minimumRequiredLuminance
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)
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);
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material.SetVector(Uniforms._ConsoleSettings,
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new Vector4(
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consoleSettings.subpixelSpreadAmount,
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consoleSettings.edgeSharpnessAmount,
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consoleSettings.edgeDetectionThreshold,
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consoleSettings.minimumRequiredLuminance
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)
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);
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Graphics.Blit(source, destination, material, 0);
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}
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}
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}
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