isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
	"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;
}