     }else{
         color.xyz=rgbB;
     }
-
-    if (grayscale > 0) {
-        color.xyz = vec3(color.x);
-    }
+//
+//    if (grayscale > 0) {
+//        color.xyz = vec3(color.x);
+//    }
 
 }

void main( void ) {
    color = vec4(1.);
    //color.xyz = vec3(.4, 0, 0);// + texture2D(image_texture,texCoord).xyz;
    //return;

    float FXAA_SPAN_MAX = 64.0;
    float FXAA_REDUCE_MUL = 1.0/8.0; // Originally 1.0/8.0
    float FXAA_REDUCE_MIN = 1.0/128.0;

    vec3 rgbNW=texture2D(image_texture,texCoord+(vec2(-1.0,-1.0)/frameBufSize)).xyz;
    vec3 rgbNE=texture2D(image_texture,texCoord+(vec2(1.0,-1.0)/frameBufSize)).xyz;
    vec3 rgbSW=texture2D(image_texture,texCoord+(vec2(-1.0,1.0)/frameBufSize)).xyz;
    vec3 rgbSE=texture2D(image_texture,texCoord+(vec2(1.0,1.0)/frameBufSize)).xyz;
    vec3 rgbM=texture2D(image_texture,texCoord).xyz;

    vec3 luma=vec3(0.299, 0.587, 0.114);
    float lumaNW = dot(rgbNW, luma);

          dir * rcpDirMin)) / frameBufSize;

    vec3 rgbA = (1.0/2.0) * (
        texture2D(TextureMap, texCoord + dir * (1.0/3.0 - 0.5)).xyz +
        texture2D(TextureMap, texCoord + dir * (2.0/3.0 - 0.5)).xyz);
    vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
        texture2D(TextureMap, texCoord + dir * (0.0/3.0 - 0.5)).xyz +
        texture2D(TextureMap, texCoord + dir * (3.0/3.0 - 0.5)).xyz);
    float lumaB = dot(rgbB, luma);

    if((lumaB < lumaMin) || (lumaB > lumaMax)){
