#version 440 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() { vec3 YUV = texture(plane1Texture, texCoord).gba; float A = texture(plane1Texture, texCoord).r; fragColor = ubuf.colorMatrix * vec4(YUV, 1.0) * A * ubuf.opacity; }