/*{
"CREDIT": "by VIDVOX",
"ISFVSN": "2",
"CATEGORIES": [
"Halftone Effect"
],
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "sharpness",
"TYPE": "float",
"MIN": 0.0,
"MAX": 10.0,
"DEFAULT": 1.0
},
{
"NAME": "offset",
"TYPE": "float",
"MIN": 0.0,
"MAX": 1.0,
"DEFAULT": 0.0
},
{
"NAME": "angle",
"TYPE": "float",
"MIN": 0.0,
"MAX": 1.0,
"DEFAULT": 0.5
},
{
"NAME": "scale",
"TYPE": "float",
"MIN": 0.0,
"MAX": 2.0,
"DEFAULT": 1.0
},
{
"NAME": "colorize",
"TYPE": "float",
"MIN": 0.0,
"MAX": 1.0,
"DEFAULT": 0.0
},
{
"NAME": "fill",
"TYPE": "float",
"MIN": 0.0,
"MAX": 1.0,
"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
const float tau = 6.28318530718;
float pattern() {
float s = sin(tau * angle * 0.5);
float c = cos(tau * angle * 0.5);
vec2 tex = isf_FragNormCoord * RENDERSIZE;
vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * max(scale,0.001);
float d = point.y;
return ( fill + sin(d + offset * tau) ) * 4.0;
}
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);
vec4 final = color + sharpness * (8.0*color - colorL - colorR - colorA - colorB - colorLA - colorRA - colorLB - colorRB);
float average = ( final.r + final.g + final.b ) / 3.0;
final = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
final = mix (color * final, final, 1.0-colorize);
gl_FragColor = final;
}