SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; void main() { vec4 c0 = texture(samp9, uv0); float red = 0.0; float blue = 0.0; if (c0.r > 0.15 && c0.b > 0.15) { blue = 0.5; red = 0.5; } float green = max(c0.r + c0.b, c0.g); ocol0 = vec4(red, green, blue, 1.0); }