#version 440 layout(location = 0) in vec2 plane1TexCoord; layout(location = 1) in vec2 plane2TexCoord; 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; void main() { vec3 YUV = vec3(texture(plane1Texture, plane1TexCoord).r, texture(plane2Texture, plane2TexCoord).ga); fragColor = ubuf.colorMatrix * vec4(YUV, 1.0) * ubuf.opacity; }