SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; void main() { vec4 c0 = texture(samp9, uv0); float red = c0.r; float blue = c0.b; float green = c0.g; float factor = 2.0; float max = 0.8; float min = 0.3; if (c0.r > c0.g && c0.b > c0.g) { if (c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05) { red = 0.7; blue = 0.7; green = 0.05; } else if (c0.r > c0.b + 0.05) { red = 0.7; blue = 0.05; green = 0.05; } else if (c0.b > c0.r + 0.05) { red = 0.05; blue = 0.7; green = 0.05; } } if (c0.r > c0.b && c0.g > c0.b) { if (c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05) { red = 0.7; blue = 0.05; green = 0.7; } else if (c0.r > c0.g + 0.05) { red = 0.7; blue = 0.05; green = 0.05; } else if (c0.g > c0.r + 0.05) { red = 0.05; blue = 0.05; green = 0.7; } } if (c0.g > c0.r && c0.b > c0.r) { if (c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05) { red = 0.05; blue = 0.7; green = 0.7; } else if (c0.g > c0.b + 0.05) { red = 0.05; blue = 0.05; green = 0.7; } else if (c0.b > c0.g + 0.05) { red = 0.05; blue = 0.7; green = 0.05; } } ocol0 = vec4(red, green, blue, c0.a); }