isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
	"CREDIT": "by VIDVOX",
	"ISFVSN": "2",
	"CATEGORIES": [
		"Distortion Effect"
	],
	"INPUTS": [
		{
			"NAME": "inputImage",
			"TYPE": "image"
		},
		{
			"NAME": "intensity",
			"TYPE": "float",
			"MIN": 0.0,
			"MAX": 10.0,
			"DEFAULT": 0.2
		},
		{
			"NAME": "invert_map",
			"TYPE": "bool",
			"DEFAULT": 0.0
		}
	]
}*/

#if __VERSION__ <= 120
varying vec2 left_coord;
varying vec2 right_coord;
varying vec2 above_coord;
varying vec2 below_coord;

varying vec2 lefta_coord;
varying vec2 righta_coord;
varying vec2 leftb_coord;
varying vec2 rightb_coord;
#else
in vec2 left_coord;
in vec2 right_coord;
in vec2 above_coord;
in vec2 below_coord;

in vec2 lefta_coord;
in vec2 righta_coord;
in vec2 leftb_coord;
in vec2 rightb_coord;
#endif

float gray(vec4 n)
{
	return (n.r + n.g + n.b)/3.0;
}

const float tau = 6.28318530718;

void main()
{

	vec4 color = IMG_THIS_PIXEL(inputImage);
	vec4 colorL = IMG_NORM_PIXEL(inputImage, left_coord);
	vec4 colorR = IMG_NORM_PIXEL(inputImage, right_coord);
	vec4 colorA = IMG_NORM_PIXEL(inputImage, above_coord);
	vec4 colorB = IMG_NORM_PIXEL(inputImage, below_coord);

	vec4 colorLA = IMG_NORM_PIXEL(inputImage, lefta_coord);
	vec4 colorRA = IMG_NORM_PIXEL(inputImage, righta_coord);
	vec4 colorLB = IMG_NORM_PIXEL(inputImage, leftb_coord);
	vec4 colorRB = IMG_NORM_PIXEL(inputImage, rightb_coord);



	float gx = (-1.0 * gray(colorLA)) + (-1.0 * gray(colorL)) + (-1.0 * gray(colorLB)) + (1.0 * gray(colorRA)) + (1.0 * gray(colorR)) + (1.0 * gray(colorRB));
	float gy = (1.0 * gray(colorLA)) + (1.0 * gray(colorA)) + (1.0 * gray(colorRA)) + (-1.0 * gray(colorRB)) + (-1.0 * gray(colorB)) + (-1.0 * gray(colorLB));

	float edge = pow(gx*gx + gy*gy,0.5);
	float brightness = (color.r + color.g + color.b) / 3.0;

	vec2 tc = isf_FragNormCoord;
	vec2 modifiedCenter = vec2(0.5,0.5);
	float r = distance(modifiedCenter, tc);
	float a = atan ((tc.y-modifiedCenter.y),(tc.x-modifiedCenter.x));
	
	//	adjust the angle and radius based on the brightness and edge level
	if (invert_map)	{
		edge = 1.0 - edge;
	}
	r = r + intensity * (1.0-edge) * (brightness - 0.5);
	//a = a + intensity * pow(1.0+edge,brightness);
	
	tc.x = r * cos(a) + 0.5;
	tc.y = r * sin(a) + 0.5;
	
	vec4 final = IMG_NORM_PIXEL(inputImage, tc);
	
	gl_FragColor = final;
}