{
  "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);
               }
",
    "metal": "
      using namespace metal;
      struct fragmentIn { float2 sourceTextureCoordinate [[user(locn1)]]; };
      struct fragmentOut { float4 _gl_FragColor [[color(0)]]; };
      typedef struct {
        float4x4 content_transform;
        float4x4 texture_transform;
        float strength;
        float progress;
        float time_sec;
        float duration_sec;
        float clip_duration_sec;
        float2 inputSize;
        float2 outputSize;
        float2 tex0Size;
      } Uniforms;

      fragment fragmentOut fragmentShader(
        fragmentIn in [[stage_in]],
        constant Uniforms & uniforms [[buffer(1)]],
        DefaultInputs defaultInputs) {

        fragmentOut out = {};
        float2 uv = in.sourceTextureCoordinate;

        float4 sharpenColor = sampleInput(defaultInputs, uv) * 5.0;
        float2 d = 1.25 / uniforms.outputSize;
        sharpenColor -= sampleInput(defaultInputs, uv + float2(d.x, 0.0));
        sharpenColor -= sampleInput(defaultInputs, uv + float2(-d.x, 0.0));
        sharpenColor -= sampleInput(defaultInputs, uv + float2(0.0, d.y));
        sharpenColor -= sampleInput(defaultInputs, uv + float2(0.0, -d.y));

        float3 cc = sharpenColor.rgb;
        cc *= 2.0;
        cc -= 0.2;
        cc.rb += 0.045;
        cc = clamp(cc, 0.0, 0.9);
        cc += 0.025;
        cc = pow(cc, float3(0.8));
        cc /= 1.25;

        float4 color = float4(cc, 1.0);
        out._gl_FragColor = toOutputFormat(color);
        return out;
    }
  ",
      "uniforms": {}
    }
  ]
}
