2013-03-07 16:46:55 +00:00
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uniform sampler2D samp9;
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2011-01-31 00:08:06 +00:00
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2013-03-07 16:46:55 +00:00
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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2011-01-31 00:08:06 +00:00
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{
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2013-03-07 16:46:55 +00:00
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vec4 c0 = texture(samp9, uv0);
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float red = c0.r;
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float blue = c0.b;
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float green = c0.g;
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2014-05-05 20:59:49 +00:00
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float factor = 2.0;
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2013-03-07 16:46:55 +00:00
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float max = 0.8;
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float min = 0.3;
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2011-01-31 00:08:06 +00:00
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2014-05-21 03:57:31 +00:00
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if (c0.r > c0.g && c0.b > c0.g)
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{
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if (c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.7;
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blue = 0.7;
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green = 0.05;
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}
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2014-05-21 03:57:31 +00:00
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else if (c0.r > c0.b + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.7;
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blue = 0.05;
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green = 0.05;
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}
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2014-05-21 03:57:31 +00:00
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else if (c0.b > c0.r + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.05;
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blue = 0.7;
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green = 0.05;
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}
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2011-01-31 00:08:06 +00:00
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}
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2014-05-21 20:29:25 +00:00
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if (c0.r > c0.b && c0.g > c0.b)
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{
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2014-05-21 03:57:31 +00:00
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if (c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.7;
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blue = 0.05;
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green = 0.7;
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}
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2014-05-21 03:57:31 +00:00
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else if (c0.r > c0.g + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.7;
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blue = 0.05;
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green = 0.05;
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}
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2014-05-21 03:57:31 +00:00
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else if (c0.g > c0.r + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.05;
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blue = 0.05;
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green = 0.7;
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}
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2011-01-31 00:08:06 +00:00
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}
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2014-05-21 03:57:31 +00:00
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if (c0.g > c0.r && c0.b > c0.r)
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{
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if (c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.05;
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blue = 0.7;
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green = 0.7;
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}
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2014-05-21 20:29:25 +00:00
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else if (c0.g > c0.b + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.05;
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blue = 0.05;
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green = 0.7;
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}
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2014-05-21 20:29:25 +00:00
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else if (c0.b > c0.g + 0.05)
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{
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2013-03-07 16:46:55 +00:00
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red = 0.05;
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blue = 0.7;
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green = 0.05;
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}
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}
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ocol0 = vec4(red, green, blue, c0.a);
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}
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