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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec3 color = texture(texture0, fragTexCoord).rgb;
vec3 colors[3];
colors[0] = vec3(0.0, 0.0, 1.0);
colors[1] = vec3(1.0, 1.0, 0.0);
colors[2] = vec3(1.0, 0.0, 0.0);
float lum = (color.r + color.g + color.b)/3.0;
int ix = (lum < 0.5)? 0:1;
vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
fragColor = vec4(tc, 1.0);
}
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