uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; void main() { vec4 c0 = texture(samp9, uv0); float red = 0.0; float green = 0.0; float blue = 0.0; red = c0.r; if (c0.r > 0.0 && c0.g > c0.r) green = (c0.g - (c0.g - c0.r)) / 3.0; if (c0.b > 0.0 && c0.r < 0.25) { red = c0.b; green = c0.b / 3.0; } if (c0.g > 0.0 && c0.r < 0.25) { red = c0.g; green = c0.g / 3.0; } if (((c0.r + c0.g + c0.b) / 3.0) > 0.9) green = c0.r / 3.0; ocol0 = vec4(red, green, blue, 1.0); }