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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;
- float blue = 0.0;
- if (c0.r < 0.3 || c0.b > 0.5)
- {
- blue = c0.r + c0.b;
- red = c0.g + c0.b / 2;
- }
- else
- {
- red = c0.g + c0.b;
- green = c0.r + c0.b;
- }
- ocol0 = vec4(red, green, blue, 1.0);
- }
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