uniform sampler2D samp9;
out vec4 ocol0;
in vec2 uv0;
float bound(float color)
{
if (color < 0.35)
if (color < 0.25)
return color;
return 0.5;
}
return 1.0;
void main()
float4 c0 = texture(samp9, uv0);
ocol0 = float4(bound(c0.r), bound(c0.g), bound(c0.b), c0.a);