#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(binding = 1) uniform sampler2D plane1Texture; void main() { float Y = texture(plane1Texture, texCoord).r; vec4 color = vec4(Y, Y, Y, 1.); fragColor = ubuf.colorMatrix * color * 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); }