The best method to do this effectively would be by running a script on the quad and setting up your conditionals that way, but the visual logic is doable but you're going to end up with a relatively large VL tree.
For starters I would duplicate the Quad in question so there are a total of 3. Quad_Pos, Quad_Neg, Quad_Zero or something like that with Quad_Zero already having your gray material applied.

You can run preset values into the inputs, but you can also set the base values directly in the node (they can all stay zero since that's what's deciding the logic).
From there you would basically duplicate the previous logic used to adjust the positive, but change the threshold values to negative, replace the materials that run into the input selector (while also offsetting it by 1) and making sure it feeds into Quad_Neg.
What's happening is that it's running the logic for both the positive and negative but one is just hidden. It's fine if you have one element in the scene, but it can get really cumbersome if you need to start doing multiples quads on say a heatmap.
#XPression