/*{
"DESCRIPTION": "buffers the last 3 frames and draws a 2x2 grid of the 4 current frames available",
"ISFVSN": "2",
"CREDIT": "by VIDVOX",
"CATEGORIES": [
"Tile Effect", "Stylize"
],
"INPUTS": [
{
"NAME": "inputImage",
"TYPE": "image"
},
{
"NAME": "lag",
"TYPE": "bool",
"DEFAULT": 1.0
},
{
"NAME": "hueShift",
"TYPE": "float",
"MIN": 0.0,
"MAX": 1.0,
"DEFAULT": 0.0
}
],
"PASSES": [
{
"TARGET":"buffer3",
"PERSISTENT": true,
"WIDTH": "$WIDTH/2.0",
"HEIGHT": "$HEIGHT/2.0"
},
{
"TARGET":"buffer2",
"PERSISTENT": true,
"WIDTH": "$WIDTH/2.0",
"HEIGHT": "$HEIGHT/2.0"
},
{
"TARGET":"buffer1",
"PERSISTENT": true,
"WIDTH": "$WIDTH/2.0",
"HEIGHT": "$HEIGHT/2.0"
},
{
}
]
}*/
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
//vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
//vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
// first pass: read the "buffer2" into "buffer3"
// apply lag on each pass
if (PASSINDEX == 0) {
if ((lag == false)||(mod(floor(TIME*60.0+2.0),6.0)<=1.0)) {
gl_FragColor = IMG_THIS_NORM_PIXEL(buffer2);
}
else {
gl_FragColor = IMG_THIS_NORM_PIXEL(buffer3);
}
}
// first pass: read the "buffer1" into "buffer2"
else if (PASSINDEX == 1) {
if ((lag == false)||(mod(floor(TIME*60.0+2.0),6.0)<=1.0)) {
gl_FragColor = IMG_THIS_NORM_PIXEL(buffer1);
}
else {
gl_FragColor = IMG_THIS_NORM_PIXEL(buffer2);
}
}
// third pass: read from "inputImage" into "buffer1"
else if (PASSINDEX == 2) {
if ((lag == false)||(mod(floor(TIME*60.0+2.0),6.0)<=1.0)) {
gl_FragColor = IMG_THIS_NORM_PIXEL(inputImage);
}
else {
gl_FragColor = IMG_THIS_NORM_PIXEL(buffer1);
}
}
else if (PASSINDEX == 3) {
// Figure out which section I'm in and draw the appropriate buffer there
vec2 tex = isf_FragNormCoord;
vec4 color = vec4(0.0);
// TL – buffer1
if ((tex.x < 0.5) && (tex.y > 0.5)) {
tex.x = tex.x * 2.0;
tex.y = (tex.y - 0.5) * 2.0;
color = IMG_NORM_PIXEL(inputImage, tex);
}
// TR – buffer2
else if ((tex.x > 0.5) && (tex.y > 0.5)) {
tex.x = (tex.x - 0.5) * 2.0;
tex.y = (tex.y - 0.5) * 2.0;
color = IMG_NORM_PIXEL(buffer1, tex);
color.rgb = rgb2hsv(color.rgb);
color.r = mod(color.r + hueShift, 1.0);
color.rgb = hsv2rgb(color.rgb);
}
// BR – buffer2
else if ((tex.x < 0.5) && (tex.y < 0.5)) {
tex = tex * 2.0;
color = IMG_NORM_PIXEL(buffer2, tex);
color.rgb = rgb2hsv(color.rgb);
color.r = mod(color.r + 2.0 * hueShift, 1.0);
color.rgb = hsv2rgb(color.rgb);
}
else {
tex.x = (tex.x - 0.5) * 2.0;
tex.y = tex.y * 2.0;
color = IMG_NORM_PIXEL(buffer3, tex);
color.rgb = rgb2hsv(color.rgb);
color.r = mod(color.r + 3.0 * hueShift, 1.0);
color.rgb = hsv2rgb(color.rgb);
}
// BL - buffer3
gl_FragColor = color;
}
}