{
  "name": "Washed Out",
  "type": "static",
  "passes": [
    {
      "name": "washed out",
      "inputs": [
        "default"
      ],
      "glsl": "precision highp float;

               varying vec2 sourceTextureCoordinate;

               uniform vec2 outputSize; // size of the output fbo


               vec4 sharpen(vec2 uv){
                 vec2 d = 1.25 / outputSize;
                 vec4 c = sampleInput(uv) * 5.0;
                 c -= sampleInput(uv + vec2(d.x, 0.0));
                 c -= sampleInput(uv + vec2(-d.x, 0.0));
                 c -= sampleInput(uv + vec2(0.0,d.y));
                 c -= sampleInput(uv + vec2(0.0,-d.y));
                 return c;
               }

               vec3 colorCorrect(vec3 col){
                 col *= 2.0;
                 col -= 0.2;
                 col.rb += 0.045;
                 col = clamp(col, 0.0, 0.9);
                 col += 0.025;
                 col = pow(col, vec3(0.8));
                 col /= 1.25;
                 return col;
               }

               // effect uniforms
               void main() {

                 vec2 uv = sourceTextureCoordinate;

                 vec4 s = sharpen(uv);
                 vec3 cc = colorCorrect(s.rgb);

                 vec4 color = vec4(cc, 1.0);
                 gl_FragColor = toOutputFormat(color);
               }
",
      "uniforms": {}
    }
  ]
}
