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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- uniform vec4 resolution;
- void main()
- {
- float4 c0 = texture(samp9, uv0);
- float4 c1 = texture(samp9, uv0 + float2(1,1)*resolution.zw);
- float4 c2 = texture(samp9, uv0 + float2(-1,-1)*resolution.zw);
- float red = c0.r;
- float green = c0.g;
- float blue = c0.b;
- float alpha = c0.a;
-
- red = c0.r - c1.b;
- blue = c0.b - c2.r + (c0.g - c0.r);
- ocol0 = float4(red, 0.0, blue, alpha);
- }
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