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); }