    vec4 col = texture2D(tex0, texCoords);
    float val =  clamp(temperature + max(col.r, col.g) * (1 - temperature), 0, 1);
    float h = val * 3.0;
    if (h <= 1.0)
    {
        gl_FragData[0] = vec4(h, 0, 1, 1);
    }
    else if (h <= 2.0)
    {
        gl_FragData[0] = vec4(1, 0, 2 - h, 1);
    }
    else
    {
        gl_FragData[0] = vec4(1, h - 2, 0, 1);
    }
    float s = val * .5;
    gl_FragData[0].rgb = (vec3(s) + (1 - s) * gl_FragData[0].rgb) * val;
    if (eye == 0) gl_FragData[0].gb = vec2(0);
    else if (eye == 1) gl_FragData[0].r = 0;