isf 0.1.0

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