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- uniform sampler2D samp9;
- out vec4 ocol0;
- in vec2 uv0;
- void main()
- {
- vec4 c0 = texture(samp9, uv0);
- float red = c0.r;
- float blue = c0.b;
- float green = c0.g;
- float factor = 2;
- float max = 0.8;
- float min = 0.3;
- if(c0.r > c0.g && c0.b > c0.g){
- if(c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05){
- red = 0.7;
- blue = 0.7;
- green = 0.05;
- }
- else if(c0.r > c0.b + 0.05){
- red = 0.7;
- blue = 0.05;
- green = 0.05;
- }
- else if (c0.b > c0.r + 0.05){
- red = 0.05;
- blue = 0.7;
- green = 0.05;
- }
- }
- if(c0.r > c0.b && c0.g > c0.b){
- if(c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05){
- red = 0.7;
- blue = 0.05;
- green = 0.7;
- }
- else if(c0.r > c0.g + 0.05){
- red = 0.7;
- blue = 0.05;
- green = 0.05;
- }
- else if (c0.g > c0.r + 0.05){
- red = 0.05;
- blue = 0.05;
- green = 0.7;
- }
- }
- if(c0.g > c0.r && c0.b > c0.r){
- if(c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05){
- red = 0.05;
- blue = 0.7;
- green = 0.7;
- }
- else if(c0.g > c0.b + 0.05){
- red = 0.05;
- blue = 0.05;
- green = 0.7;
- }
- else if (c0.b > c0.g + 0.05){
- red = 0.05;
- blue = 0.7;
- green = 0.05;
- }
- }
- ocol0 = vec4(red, green, blue, c0.a);
- }
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