chrismas.glsl 270 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 green = 0.0;
  9. if (c0.r < 0.35 || c0.b > 0.35)
  10. green = c0.g + (c0.b / 2);
  11. else
  12. red = c0.r + 0.4;
  13. ocol0 = vec4(red, green, 0.0, 1.0);
  14. }