dolphin/Data/Sys/Shaders/fire.glsl

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uniform sampler2D samp9;
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out vec4 ocol0;
in vec2 uv0;
void main()
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{
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vec4 c0 = texture(samp9, uv0);
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float red = 0.0;
float green = 0.0;
float blue = 0.0;
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red = c0.r;
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if (c0.r > 0.0 && c0.g > c0.r)
green = (c0.g - (c0.g - c0.r)) / 3.0;
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if (c0.b > 0.0 && c0.r < 0.25)
{
red = c0.b;
green = c0.b / 3.0;
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}
if (c0.g > 0.0 && c0.r < 0.25)
{
red = c0.g;
green = c0.g / 3.0;
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}
if (((c0.r + c0.g + c0.b) / 3.0) > 0.9)
green = c0.r / 3.0;
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ocol0 = vec4(red, green, blue, 1.0);
}