SAMPLER_BINDING(9) uniform sampler2D samp9; out vec4 ocol0; in vec2 uv0; uniform vec4 resolution; void main() { float4 emboss = (texture(samp9, uv0+resolution.zw) - texture(samp9, uv0-resolution.zw))*2.0; emboss -= (texture(samp9, uv0+float2(1,-1)*resolution.zw).rgba - texture(samp9, uv0+float2(-1,1)*resolution.zw).rgba); float4 color = texture(samp9, uv0).rgba; if (color.r > 0.8 && color.b + color.b < 0.2) { ocol0 = float4(1,0,0,0); } else { color += emboss; if (dot(color.rgb, float3(0.3, 0.5, 0.2)) > 0.5) ocol0 = float4(1,1,1,1); else ocol0 = float4(0,0,0,0); } }