dolphin/Data/Sys/Shaders/acidmetal.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;
float blue = 0.0;
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if (c0.r > 0.15 && c0.b > 0.15)
{
blue = 0.5;
red = 0.5;
}
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float green = max(c0.r + c0.b, c0.g);
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ocol0 = vec4(red, green, blue, 1.0);
}