35 lines
501 B
GLSL
35 lines
501 B
GLSL
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;
|
|
|
|
red = c0.r;
|
|
|
|
if (c0.r > 0.0 && c0.g > c0.r)
|
|
green = (c0.g - (c0.g - c0.r)) / 3.0;
|
|
|
|
if (c0.b > 0.0 && c0.r < 0.25)
|
|
{
|
|
red = c0.b;
|
|
green = c0.b / 3.0;
|
|
}
|
|
|
|
if (c0.g > 0.0 && c0.r < 0.25)
|
|
{
|
|
red = c0.g;
|
|
green = c0.g / 3.0;
|
|
}
|
|
|
|
if (((c0.r + c0.g + c0.b) / 3.0) > 0.9)
|
|
green = c0.r / 3.0;
|
|
|
|
ocol0 = vec4(red, green, blue, 1.0);
|
|
}
|