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