dolphin/Data/Sys/Shaders/chrismas.glsl

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SAMPLER_BINDING(9) uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
void main()
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{
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
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float green = 0.0;
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if (c0.r < 0.35 || c0.b > 0.35)
green = c0.g + (c0.b / 2.0);
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else
red = c0.r + 0.4;
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ocol0 = vec4(red, green, 0.0, 1.0);
}