SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { //Changethis to increase the number of colors. int numColors =8; float4 to_gray = float4(0.3,0.59,0.11,0); float x1 = dot(to_gray, texture(samp9, uv0+vec2(1,1)*resolution.zw)); float x0 = dot(to_gray, texture(samp9, uv0+vec2(-1,-1)*resolution.zw)); float x3 = dot(to_gray, texture(samp9, uv0+vec2(1,-1)*resolution.zw)); float x2 = dot(to_gray, texture(samp9, uv0+vec2(-1,1)*resolution.zw)); float edge = (x1 - x0) * (x1 - x0) + (x3 - x2) * (x3 - x2); float4 color = texture(samp9, uv0).rgba; float4 c0 = color - float4(edge, edge, edge, edge) * 12.0; float red = 0.0; float green = 0.0; float blue = 0.0; bool rr = false; bool bb = false; bool gg = false; int count = 1; float colorN = 0.0; float colorB = 0.0; for (count = 1; count <= numColors; count++) { colorN = float(count / numColors); if ( c0.r <= colorN && c0.r >= colorB && rr == false ) { if (count == 1) { if (colorN >= 0.1) red = 0.01; else red = colorN; } else if (count == numColors) red = 0.95; else red = colorN; rr = true; } if (c0.b <= colorN && c0.b >= colorB && bb == false) { if (count == 1) { if (colorN >= 0.1) blue = 0.01; else blue = colorN; } else if (count == numColors) blue = 0.95; else blue = colorN ; bb = true; } if (c0.g <= colorN && c0.g >= colorB && gg == false) { if (count == 1) { if (colorN >= 0.1) green = 0.01; else green = colorN; } else if (count == numColors) green = 0.95; else green = colorN; gg = true; } colorB = float(count / numColors); if (rr == true && bb == true && gg == true) break; } ocol0 = float4(red, green, blue, c0.a); }