                     if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
                     doneN = abs(lumaEndN) >= gradientScaled;
                     doneP = abs(lumaEndP) >= gradientScaled;
-                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
-                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
+                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY_P11;
+                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY_P11;
                     doneNP = (!doneN) || (!doneP);
-                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
-                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
-/*--------------------------------------------------------------------------*/
-                    #if (FXAA_QUALITY__PS > 12)
+                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY_P11;
+                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY_P11;
+/*--------------------------------------------------------------------------*/
+                    #if (FXAA_QUALITY_PS > 12)
                     if(doneNP) {
                         if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
                         if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));

    FxaaFloat fxaaQualitySubpix,
    //
    // Only used on FXAA Quality.
    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
    // It is here now to allow easier tuning.
    // The minimum amount of local contrast required to apply algorithm.
    //   0.333 - too little (faster)

    FxaaFloat fxaaConsoleEdgeSharpness,
    //
    // Only used on FXAA Console.
    // This used to be the FXAA_CONSOLE_EDGE_THRESHOLD 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_THRESHOLD for PS3.
    //   Due to the PS3 being ALU bound,
    //   there are only two safe values here: 1/4 and 1/8.
    //   These options use the shaders ability to a free *|/ by 2|4|8.
