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#version 330 core

out vec4 frag_color;

in vec2 tex_coords;

uniform sampler2D texture1;

vec4 inversion()
{
    vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0);
    return(result);
}

vec4 grayscale_average()
{
    vec4 tex_color = texture(texture1, tex_coords);
    float average = (tex_color.r+tex_color.g+tex_color.b)/3.0;
    vec4 result = vec4(average, average, average, 1.0);
    return(result);
}

vec4 grayscale_weights()
{
    vec4 tex_color = texture(texture1, tex_coords);
    float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b;
    vec4 result = vec4(average, average, average, 1.0);
    return(result);
}

const float offset = 1.0/300.0;

vec4 kernel_effect(float[9] kernel)
{
    vec2 offsets[9] = vec2[](
        vec2(-offset, offset), /* top-left */
        vec2(0.0, offset), /* top-center */
        vec2(offset, offset), /* top-right */
        vec2(-offset, 0.0), /* center-left */
        vec2(0.0, 0.0), /* center-center */
        vec2(offset, 0.0), /* center-right */
        vec2(-offset, -offset), /* bottom-left */
        vec2(0.0, -offset), /* bottom-center */
        vec2(offset, -offset) /* bottom-right */
    );

    vec3 sample_texture[9];
    for (int i = 0; i < 9; ++i)
        sample_texture[i] = vec3(texture(texture1, tex_coords+offsets[i]));

    vec3 color = vec3(0.0);
    for (int i = 0; i < 9; ++i)
        color += sample_texture[i]*kernel[i];

    return(vec4(color, 1.0));
}

void main(void)
{
    float strange_kernel[9] = float[](
        -1, -1, -1,
        -1,  9, -1,
        -1, -1, -1
    );

    float gaussian_blur_kernel[9] = float[](
        1.0/16.0, 2.0/16.0, 1.0/16.0,
        2.0/16.0, 4.0/16.0, 2.0/16.0,
        1.0/16.0, 2.0/16.0, 1.0/16.0
    );

    float box_blur_kernel[9] = float[](
        1.0/9.0, 1.0/9.0, 1.0/9.0,
        1.0/9.0, 1.0/9.0, 1.0/9.0,
        1.0/9.0, 1.0/9.0, 1.0/9.0
    );

    float edge_detection_kernel[9] = float[](
        1.0,  1.0,  1.0,
        1.0, -8.0,  1.0,
        1.0,  1.0,  1.0
    );

    float sharpening_kernel[9] = float[](
         0.0, -1.0,  0.0,
        -1.0,  5.0, -1.0,
         0.0, -1.0,  0.0
    );

    float sobel_kernel_vertical[9] = float[](
        -1.0, 0.0, 1.0,
        -2.0, 0.0, 2.0,
        -1.0, 0.0, 0.0
    );
    float sobel_kernel_horizontal[9] = float[](
        -1.0, -2.0, -1.0,
         0.0,  0.0,  0.0,
         1.0,  2.0,  1.0
    );

    float funny_kernel[9] = float[](
        1.0,  1.0,  1.0,
        1.0, -4.0,  1.0,
        1.0,  1.0,  1.0
    );

    frag_color = kernel_effect(funny_kernel);
    frag_color *= vec4(0.76, 0.47, 0.84, 1.0);
}