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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- void main()
- {
- vec4 c0 = texture(samp9, uv0);
- float red = 0.0;
- float green = 0.0;
- float blue = 0.0;
- red = c0.r;
- if (c0.r > 0.0)
- if (c0.g > c0.r)
- green = (c0.g - (c0.g - c0.r)) / 3;
- if (c0.b > 0.0 && c0.r < 0.25)
- {
- red = c0.b;
- green = c0.b / 3;
- }
- if (c0.g > 0.0 && c0.r < 0.25)
- {
- red = c0.g;
- green = c0.g / 3;
- }
- if (((c0.r + c0.g + c0.b) / 3) > 0.9)
- green = c0.r / 3;
- ocol0 = vec4(red, green, blue, 1.0);
- }
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