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; if (c0.r < 0.50 || c0.b > 0.5) { blue = c0.r; red = c0.g; } else { blue = c0.r; green = c0.r; } ocol0 = vec4(red, green, blue, 1.0); }