isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
	"CREDIT": "by zoidberg WOOP WOOP WOOP WOOP WOOP",
	"ISFVSN": "2",
	"CATEGORIES": [
		"Blur"
	],
	"INPUTS": [
		{
			"NAME": "inputImage",
			"TYPE": "image"
		},
		{
			"NAME": "blurAmount",
			"TYPE": "float",
			"MIN": 0.0,
			"MAX": 12.0,
			"DEFAULT": 12.0
		}
	],
	"PASSES": [
		{
			"TARGET": "halfSizeBaseRender",
			"WIDTH": "floor($WIDTH/2.0)",
			"HEIGHT": "floor($HEIGHT/2.0)",
			"DESCRIPTION": "Pass 0"
		},
		{
			"TARGET": "quarterSizeBaseRender",
			"WIDTH": "floor($WIDTH/4.0)",
			"HEIGHT": "floor($HEIGHT/4.0)",
			"DESCRIPTION": "Pass 1"
		},
		{
			"TARGET": "eighthSizeBaseRender",
			"WIDTH": "floor($WIDTH/8.0)",
			"HEIGHT": "floor($HEIGHT/8.0)",
			"DESCRIPTION": "Pass 2"
		},
		{
			"TARGET": "quarterGaussA",
			"WIDTH": "floor($WIDTH/4.0)",
			"HEIGHT": "floor($HEIGHT/4.0)",
			"DESCRIPTION": "Pass 3"
		},
		{
			"TARGET": "quarterGaussB",
			"WIDTH": "floor($WIDTH/4.0)",
			"HEIGHT": "floor($HEIGHT/4.0)",
			"DESCRIPTION": "Pass 4"
		},
		{
			"TARGET": "fullGaussA",
			"DESCRIPTION": "Pass 5"
		},
		{
			"TARGET": "fullGaussB",
			"DESCRIPTION": "Pass 6"
		}
	]
}*/


#if __VERSION__ <= 120
varying vec2		texOffsets[5];
#else
in vec2		texOffsets[5];
#endif


void main() {
	int			blurLevel = int(floor(blurAmount/6.0));
	float		blurLevelModulus = mod(blurAmount, 6.0);
	//	first three passes are just copying the input image into the buffer at varying sizes
	if (PASSINDEX==0)	{
		gl_FragColor = IMG_NORM_PIXEL(inputImage, isf_FragNormCoord);
	}
	else if (PASSINDEX==1)	{
		gl_FragColor = IMG_NORM_PIXEL(halfSizeBaseRender, isf_FragNormCoord);
	}
	else if (PASSINDEX==2)	{
		gl_FragColor = IMG_NORM_PIXEL(quarterSizeBaseRender, isf_FragNormCoord);
	}
	//	start reading from the previous stage- each two passes completes a gaussian blur, then 
	//	we increase the resolution & blur (the lower-res blurred image from the previous pass) again...
	else if (PASSINDEX == 3)	{
		vec4		sample0 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[0]);
		vec4		sample1 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[1]);
		vec4		sample2 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[2]);
		vec4		sample3 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[3]);
		vec4		sample4 = IMG_NORM_PIXEL(eighthSizeBaseRender,texOffsets[4]);
		//gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0);
		gl_FragColor = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgba / (5.0));
	}
	else if (PASSINDEX == 4)	{
		vec4		sample0 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[0]);
		vec4		sample1 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[1]);
		vec4		sample2 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[2]);
		vec4		sample3 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[3]);
		vec4		sample4 = IMG_NORM_PIXEL(quarterGaussA,texOffsets[4]);
		//gl_FragColor = vec4((sample0 + sample1 + sample2).rgb / (3.0), 1.0);
		gl_FragColor = vec4((sample0 + sample1 + sample2 + sample3 + sample4).rgba / (5.0));
	}
	//	...writes into the full-size
	else if (PASSINDEX == 5)	{
		vec4		sample0 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[0]);
		vec4		sample1 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[1]);
		vec4		sample2 = IMG_NORM_PIXEL(quarterGaussB,texOffsets[2]);
		gl_FragColor =  vec4((sample0 + sample1 + sample2).rgba / (3.0));
	}
	else if (PASSINDEX == 6)	{
		//	this is the last pass- calculate the blurred image as i have in previous passes, then mix it in with the full-size input image using the blur amount so i get a smooth transition into the blur at low blur levels
		vec4		sample0 = IMG_NORM_PIXEL(fullGaussA,texOffsets[0]);
		vec4		sample1 = IMG_NORM_PIXEL(fullGaussA,texOffsets[1]);
		vec4		sample2 = IMG_NORM_PIXEL(fullGaussA,texOffsets[2]);
		vec4		blurredImg =  vec4((sample0 + sample1 + sample2).rgba / (3.0));
		if (blurLevel == 0)
			gl_FragColor = mix(IMG_NORM_PIXEL(inputImage,isf_FragNormCoord), blurredImg, (blurLevelModulus/6.1));
		else
			gl_FragColor = blurredImg;
	}
	
}