SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; void main() { float4 c0 = texture(samp9, uv0).rgba; float green = c0.g; if (c0.g < 0.50) green = c0.r + c0.b; ocol0 = float4(0.0, green, 0.0, 1.0); }