The pass prior to FXAA (so enbeffect.fx) has to output low dynamic range (= after tonemapping) non-linear RGB with luma in the alpha channel, so your enbeffect.fx pass should end in something like this:
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color.xyz = sqrt(color.xyz);
color.w = dot(color.xyz, float3(0.2125, 0.7154, 0.0721));
return color;