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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