SAMPLER_BINDING(9) 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; float avg = (c0.r + c0.g + c0.b) / 3.0; red = c0.r + (c0.g / 2.0) + (c0.b / 3.0); green = c0.r / 3.0; ocol0 = vec4(red, green, blue, 1.0); }