                 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;
+                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(!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 = FxaaLuma(FxaaTexTop(tex, posN.xy));
                     if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));

    FxaaFloat fxaaQualityEdgeThresholdMin,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
    // It is here now to allow easier tuning.
    // This does not effect PS3, as this needs to be compiled in.
    //   Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
    //   Due to the PS3 being ALU bound,
    //   there are only three safe values here: 2 and 4 and 8.
    //   These options use the shaders ability to a free *|/ by 2|4|8.

    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 = FxaaLuma(FxaaTexTop(tex, posN.xy));
