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-rw-r--r--src/multimedia/shaders/yuyv.frag19
1 files changed, 12 insertions, 7 deletions
diff --git a/src/multimedia/shaders/yuyv.frag b/src/multimedia/shaders/yuyv.frag
index 6fc3f35e9..0f6e65b6d 100644
--- a/src/multimedia/shaders/yuyv.frag
+++ b/src/multimedia/shaders/yuyv.frag
@@ -1,15 +1,12 @@
#version 440
+#extension GL_GOOGLE_include_directive : enable
+
+#include "uniformbuffer.glsl"
+#include "colortransfer.glsl"
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 width;
-} ubuf;
-
layout(binding = 1) uniform sampler2D plane1Texture;
void main()
@@ -19,4 +16,12 @@ void main()
float Y = rightSubPixel ? texture(plane1Texture, texCoord).b : texture(plane1Texture, texCoord).r;
vec2 UV = texture(plane1Texture, texCoord).ga;
fragColor = ubuf.colorMatrix * vec4(Y, UV, 1.0) * ubuf.opacity;
+
+#ifdef QMM_OUTPUTSURFACE_LINEAR
+ fragColor = convertSRGBToLinear(fragColor);
+#endif
+
+ // Clamp output to valid range to account for out-of-range
+ // input values and numerical inaccuracies in YUV->RGB conversion
+ fragColor = clamp(fragColor, 0.0, 1.0);
}