isf 0.1.0

Parsing, Deserialization and Serialization of the Interactive Shader Format.
Documentation
#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
out vec2 left_coord;
out vec2 right_coord;
out vec2 above_coord;
out vec2 below_coord;

out vec2 lefta_coord;
out vec2 righta_coord;
out vec2 leftb_coord;
out vec2 rightb_coord;
#endif


void main()
{
	isf_vertShaderInit();
	vec2 texc = vec2(isf_FragNormCoord[0],isf_FragNormCoord[1]);
	vec2 d = 1.0/RENDERSIZE;
	
	left_coord = clamp(vec2(texc.xy + vec2(-d.x , 0)),0.0,1.0);
	right_coord = clamp(vec2(texc.xy + vec2(d.x , 0)),0.0,1.0);
	above_coord = clamp(vec2(texc.xy + vec2(0,d.y)),0.0,1.0);
	below_coord = clamp(vec2(texc.xy + vec2(0,-d.y)),0.0,1.0);

	lefta_coord = clamp(vec2(texc.xy + vec2(-d.x , d.x)),0.0,1.0);
	righta_coord = clamp(vec2(texc.xy + vec2(d.x , d.x)),0.0,1.0);
	leftb_coord = clamp(vec2(texc.xy + vec2(-d.x , -d.x)),0.0,1.0);
	rightb_coord = clamp(vec2(texc.xy + vec2(d.x , -d.x)),0.0,1.0);
}