dolphin/Data/Sys/Shaders/nightvision.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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float4 c0 = texture(samp9, uv0).rgba;
float green = c0.g;
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if (c0.g < 0.50)
green = c0.r + c0.b;
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ocol0 = float4(0.0, green, 0.0, 1.0);
}