#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; layout(binding = 2) uniform sampler2D plane2Texture; void main() { float Y = texture(plane1Texture, texCoord).r; float x = texCoord.x/2.; float U = texture(plane2Texture, vec2(x, texCoord.y)).r; float V = texture(plane2Texture, vec2(x + .5, texCoord.y)).r; vec4 color = vec4(Y, U, V, 1.); fragColor = ubuf.colorMatrix * color * ubuf.opacity; }