uniform samplerRECT samp0 : register(s0); void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0) { float4 c0 = texRECT(samp0, uv0).rgba; float red = c0.r; float blue = c0.b; float green = c0.g; float factor = 2; float max = 0.8; float min = 0.3; if(c0.r > c0.g && c0.b > c0.g){ if(c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05){ red = 0.7; blue = 0.7; green = 0.05; } else if(c0.r > c0.b + 0.05){ red = 0.7; blue = 0.05; green = 0.05; } else if (c0.b > c0.r + 0.05){ red = 0.05; blue = 0.7; green = 0.05; } } if(c0.r > c0.b && c0.g > c0.b){ if(c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05){ red = 0.7; blue = 0.05; green = 0.7; } else if(c0.r > c0.g + 0.05){ red = 0.7; blue = 0.05; green = 0.05; } else if (c0.g > c0.r + 0.05){ red = 0.05; blue = 0.05; green = 0.7; } } if(c0.g > c0.r && c0.b > c0.r){ if(c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05){ red = 0.05; blue = 0.7; green = 0.7; } else if(c0.g > c0.b + 0.05){ red = 0.05; blue = 0.05; green = 0.7; } else if (c0.b > c0.g + 0.05){ red = 0.05; blue = 0.7; green = 0.05; } } ocol0 = float4(red, green, blue, c0.a); }