#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; layout(binding = 2) uniform sampler2D plane2Texture; layout(binding = 3) uniform sampler2D plane3Texture; void main() { float Y = texture(plane1Texture, texCoord).r; float U = texture(plane2Texture, texCoord).r; float V = texture(plane3Texture, texCoord).r; vec4 color = vec4(Y, U, V, 1.); fragColor = ubuf.colorMatrix * color * ubuf.opacity; #ifdef QMM_OUTPUTSURFACE_LINEAR fragColor = convertSRGBToLinear(fragColor); #endif }