/*{
"CREDIT": "by VIDVOX",
"ISFVSN": "2",
"CATEGORIES": [
"Stylize"
],
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "intensity",
"TYPE": "float",
"MIN": 0.0,
"MAX": 10.0,
"DEFAULT": 2.0
},
{
"NAME": "colorize",
"TYPE": "float",
"MIN": 0.0,
"MAX": 1.0,
"DEFAULT": 1.0
},
{
"NAME": "brightness",
"TYPE": "float",
"MIN": 0.25,
"MAX": 0.75,
"DEFAULT": 0.5
}
]
}*/
#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 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 rightb_coord;
#endif
float gray(vec4 n)
{
return (n.r + n.g + n.b)/3.0;
}
void main()
{
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 colorRB = IMG_NORM_PIXEL(inputImage, rightb_coord);
vec4 final = intensity * (colorR + colorB + colorRB - colorL - colorA - colorLA) + brightness;
float grayscale = gray(final);
final = mix(vec4(grayscale,grayscale,grayscale,final.a),final,colorize);
gl_FragColor = final;
}