#version 150 core uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform sampler2D plane3Texture; uniform mat4 colorMatrix; uniform float opacity; in vec2 plane1TexCoord; in vec2 plane2TexCoord; in vec2 plane3TexCoord; out vec4 fragColor; void main() { float Y = texture(plane1Texture, plane1TexCoord).r; float U = texture(plane2Texture, plane2TexCoord).r; float V = texture(plane3Texture, plane3TexCoord).r; vec4 color = vec4(Y, U, V, 1.); fragColor = colorMatrix * color * opacity; }