uniform sampler2D samp9;

out vec4 ocol0;
in vec2 uv0;

void main()
{
	vec4 c0 = texture(samp9, uv0);
	float red   = 0.0;
	float blue  = 0.0;

	if (c0.r > 0.15 && c0.b > 0.15)
	{
		blue = 0.5;
		red = 0.5;
	}

	float green = max(c0.r + c0.b, c0.g);

	ocol0 = vec4(red, green, blue, 1.0);
}
