uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; void main() { vec4 c0 = texture(samp9, uv0); float red = 0.0; float green = 0.0; float blue = 0.0; if (c0.r < 0.3 || c0.b > 0.5) { blue = c0.r + c0.b; red = c0.g + c0.b / 2.0; } else { red = c0.g + c0.b; green = c0.r + c0.b; } ocol0 = vec4(red, green, blue, 1.0); }