SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { float4 c0 = texture(samp9, uv0); float4 c1 = texture(samp9, uv0 - float2(1.0, 0.0) * resolution.zw); float4 c2 = texture(samp9, uv0 - float2(0.0, 1.0) * resolution.zw); float4 c3 = texture(samp9, uv0 + float2(1.0, 0.0) * resolution.zw); float4 c4 = texture(samp9, uv0 + float2(0.0, 1.0) * resolution.zw); float red = c0.r; float blue = c0.b; float green = c0.g; float red2 = (c1.r + c2.r + c3.r + c4.r) / 4.0; float blue2 = (c1.b + c2.b + c3.b + c4.b) / 4.0; float green2 = (c1.g + c2.g + c3.g + c4.g) / 4.0; if (red2 > 0.3) red = c0.r + c0.r / 2.0; else red = c0.r - c0.r / 2.0; if (green2 > 0.3) green = c0.g+ c0.g / 2.0; else green = c0.g - c0.g / 2.0; if (blue2 > 0.3) blue = c0.b+ c0.b / 2.0; else blue = c0.b - c0.b / 2.0; ocol0 = float4(red, green, blue, c0.a); }