SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; void main() { float4 c0 = texture(samp9, uv0).rgba; float red = 0.0; float green = 0.0; float blue = 0.0; if (c0.r > 0.25) red = c0.r; if (c0.g > 0.25) green = c0.g; if (c0.b > 0.25) blue = c0.b; ocol0 = float4(red, green, blue, 1.0); }