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(1,1)*resolution.zw); float4 c2 = texture(samp9, uv0 + float2(-1,-1)*resolution.zw); float red = c0.r; float green = c0.g; float blue = c0.b; float alpha = c0.a; red = c0.r - c1.b; blue = c0.b - c2.r + (c0.g - c0.r); ocol0 = float4(red, 0.0, blue, alpha); }