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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- float bound(float color)
- {
- if (color < 0.35)
- {
- if (color < 0.25)
- {
- return color;
- }
- return 0.5;
- }
- return 1.0;
- }
- void main()
- {
- float4 c0 = texture(samp9, uv0);
- ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);
- }
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