#version 440 layout(location = 0) in vec2 plane1TexCoord; layout(location = 1) in vec2 plane2TexCoord; layout(location = 2) in vec2 plane3TexCoord; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 matrix; mat4 colorMatrix; float opacity; float plane1Width; float plane2Width; float plane3Width; } ubuf; layout(binding = 1) uniform sampler2D plane1Texture; layout(binding = 2) uniform sampler2D plane2Texture; layout(binding = 3) uniform sampler2D plane3Texture; 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 = ubuf.colorMatrix * color * ubuf.opacity; }