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#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()
{
vec3 YUV = texture(plane1Texture, texCoord).gba;
float A = texture(plane1Texture, texCoord).r;
fragColor = ubuf.colorMatrix * vec4(YUV, 1.0) * A * ubuf.opacity;
#ifdef QMM_OUTPUTSURFACE_LINEAR
fragColor = convertSRGBToLinear(fragColor);
#endif
}
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