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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;
- if (c0.r < 0.35 || c0.b > 0.35)
- green = c0.g + (c0.b / 2);
- else
- red = c0.r + 0.4;
- ocol0 = vec4(red, green, 0.0, 1.0);
- }
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