acidmetal.glsl 290 B

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  1. uniform sampler2D samp9;
  2. out vec4 ocol0;
  3. in vec2 uv0;
  4. void main()
  5. {
  6. vec4 c0 = texture(samp9, uv0);
  7. float red = 0.0;
  8. float blue = 0.0;
  9. if (c0.r > 0.15 && c0.b > 0.15)
  10. {
  11. blue = 0.5;
  12. red = 0.5;
  13. }
  14. float green = max(c0.r + c0.b, c0.g);
  15. ocol0 = vec4(red, green, blue, 1.0);
  16. }