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authorLars Knoll <lars.knoll@qt.io>2021-04-04 17:10:07 +0200
committerLars Knoll <lars.knoll@qt.io>2021-04-08 12:18:49 +0000
commitccb7398c3d839f36fcbdcad1e3c9fc13f387713f (patch)
tree0f01385140274a3b71223cdad7d85bc8ff5721cc /src/multimedia/shaders
parentbf329564b7e5225ab9a305e62707230e9167c26b (diff)
Use the new RHI texture formats for 16bit textures
Use R16 and RG16 to handle rendering of P010 and P016 pixel formats. Change-Id: I96d2c44aea405d24ab4a6e88c42b6a5eff89166f Reviewed-by: Doris Verria <doris.verria@qt.io> Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Diffstat (limited to 'src/multimedia/shaders')
-rw-r--r--src/multimedia/shaders/p010le.frag4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/multimedia/shaders/p010le.frag b/src/multimedia/shaders/p010le.frag
index 514884b97..9ef6bd648 100644
--- a/src/multimedia/shaders/p010le.frag
+++ b/src/multimedia/shaders/p010le.frag
@@ -18,8 +18,8 @@ layout(binding = 2) uniform sampler2D plane2Texture;
void main()
{
- float Y = texture(plane1Texture, plane1TexCoord).g;
- vec2 UV = texture(plane2Texture, plane2TexCoord).ga;
+ float Y = texture(plane1Texture, plane1TexCoord).r;
+ vec2 UV = texture(plane2Texture, plane2TexCoord).rg;
vec4 color = vec4(Y, UV.x, UV.y, 1.);
fragColor = ubuf.colorMatrix * color * ubuf.opacity;
}