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authorLars Knoll <lars.knoll@qt.io>2021-04-04 17:29:27 +0200
committerLars Knoll <lars.knoll@qt.io>2021-04-08 12:19:04 +0000
commiteef8a2079639e5c35dc74fafe656b0d0ef504f9a (patch)
treeb0fb8cdba389cf242880c48564bbbe094ffb893b /src/multimedia/shaders/yuyv.frag
parent74c7dc45ed4b79843260e4e16d808987de1aacc8 (diff)
Remove the plane width code from the shaders
This wasn't used at all. We always assume plane texture coords are correct. If anything else should be required, it can be fixed in a special shader. Change-Id: Idfdd428fc5a267f6ad68683b369fb95f5e42d918 Reviewed-by: Doris Verria <doris.verria@qt.io> Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Diffstat (limited to 'src/multimedia/shaders/yuyv.frag')
-rw-r--r--src/multimedia/shaders/yuyv.frag8
1 files changed, 2 insertions, 6 deletions
diff --git a/src/multimedia/shaders/yuyv.frag b/src/multimedia/shaders/yuyv.frag
index 454fdc21e..6838596e8 100644
--- a/src/multimedia/shaders/yuyv.frag
+++ b/src/multimedia/shaders/yuyv.frag
@@ -1,16 +1,12 @@
#version 440
-layout(location = 0) in vec2 plane1TexCoord;
-layout(location = 1) in vec2 plane2TexCoord;
+layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
mat4 colorMatrix;
float opacity;
- float plane1Width;
- float plane2Width;
- float plane3Width;
} ubuf;
layout(binding = 1) uniform sampler2D plane1Texture;
@@ -18,6 +14,6 @@ layout(binding = 2) uniform sampler2D plane2Texture;
void main()
{
- vec3 YUV = vec3(texture(plane1Texture, plane1TexCoord).r, texture(plane2Texture, plane2TexCoord).ga);
+ vec3 YUV = vec3(texture(plane1Texture, texCoord).r, texture(plane2Texture, texCoord).ga);
fragColor = ubuf.colorMatrix * vec4(YUV, 1.0) * ubuf.opacity;
}