isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
/*{
	"DESCRIPTION": "same as TestPersistentBufferDifferingSizes, but uses a temp buffer instead of a persistent buffer",
	"CREDIT": "by zoidberg",
	"ISFVSN": "2.0",
	"CATEGORIES": [
		"TEST-GLSL FX"
	],
	"INPUTS": [
		{
			"NAME": "inputImage",
			"TYPE": "image"
		}
	],
	"PASSES": [
		{
			"TARGET":"bufferVariableNameA",
			"WIDTH": "$WIDTH/16.0",
			"HEIGHT": "$HEIGHT/16.0"
		},
		{
			"DESCRIPTION": "this empty pass is rendered at the same rez as whatever you are running the ISF filter at- the previous step rendered an image at one-sixteenth the res, so this step ensures that the output is full-size"
		}
	]
	
}*/

void main()
{
	//	first pass: read the "inputImage"- remember, we're drawing to the persistent buffer "bufferVariableNameA" on the first pass
	if (PASSINDEX == 0)	{
		gl_FragColor = IMG_THIS_NORM_PIXEL(inputImage);
	}
	//	second pass: read from "bufferVariableNameA".  output looks chunky and low-res.
	else if (PASSINDEX == 1)	{
		gl_FragColor = IMG_THIS_NORM_PIXEL(bufferVariableNameA);
	}
}