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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;
layout(binding = 2) uniform sampler2D plane2Texture;
void main()
{
float Y = texture(plane1Texture, texCoord).r;
float x = texCoord.x/2.;
float U = texture(plane2Texture, vec2(x + .5, texCoord.y)).r;
float V = texture(plane2Texture, vec2(x, texCoord.y)).r;
vec4 color = vec4(Y, U, V, 1.);
fragColor = ubuf.colorMatrix * color * ubuf.opacity;
#ifdef QMM_OUTPUTSURFACE_LINEAR
fragColor = convertSRGBToLinear(fragColor);
#endif
// Clamp output to valid range to account for out-of-range
// input values and numerical inaccuracies in YUV->RGB conversion
fragColor = clamp(fragColor, 0.0, 1.0);
}
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