uniform samplerRECT samp0 : register(s0); void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0) { float4 c0 = texRECT(samp0, uv0).rgba; float red = 0.0; float green = 0.0; if (c0.r < 0.35 || c0.b > 0.35) { green = c0.g + (c0.b / 2); } else { //red = 1 - c0.r + (c0.b / 2); red = c0.r + 0.4; } ocol0 = float4(red, green, 0.0, 1.0); }