uniform samplerRECT samp0 : register(s0);

void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
{
  float4 c0 = texRECT(samp0, uv0).rgba;
  float red = c0.r;
  float blue = c0.b;
  float green = c0.g;
  float factor = 2;
  float max = 0.8;
  float min = 0.3;
  
 if(c0.r > c0.g && c0.b > c0.g){
	if(c0.r < c0.b + 0.05 && c0.b < c0.r + 0.05){
		red = 0.7;
		blue = 0.7;
		green = 0.05;
	}
	else if(c0.r > c0.b + 0.05){
		red = 0.7;
		blue = 0.05;
		green = 0.05;
	}
	else if (c0.b > c0.r + 0.05){
		red = 0.05;
		blue = 0.7;
		green = 0.05;
	}
 }

 if(c0.r > c0.b && c0.g > c0.b){
	if(c0.r < c0.g + 0.05 && c0.g < c0.r + 0.05){
		red = 0.7;
		blue = 0.05;
		green = 0.7;
	}
	else if(c0.r > c0.g + 0.05){
		red = 0.7;
		blue = 0.05;
		green = 0.05;
	}
	else if (c0.g > c0.r + 0.05){
		red = 0.05;
		blue = 0.05;
		green = 0.7;
	}
 }

 if(c0.g > c0.r && c0.b > c0.r){
	if(c0.g < c0.b + 0.05 && c0.b < c0.g + 0.05){
		red = 0.05;
		blue = 0.7;
		green = 0.7;
	}
	else if(c0.g > c0.b + 0.05){
		red = 0.05;
		blue = 0.05;
		green = 0.7;
	}
	else if (c0.b > c0.g + 0.05){
		red = 0.05;
		blue = 0.7;
		green = 0.05;
	}
 }

	
  ocol0 = float4(red, green, blue, c0.a);
}