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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()
{
int x = int(floor(texCoord.x * ubuf.width));
bool rightSubPixel = (x/2*2 != x);
float Y = rightSubPixel ? texture(plane1Texture, texCoord).a : texture(plane1Texture, texCoord).g;
vec2 UV = texture(plane1Texture, texCoord).rb;
fragColor = ubuf.colorMatrix * vec4(Y, UV, 1.0) * ubuf.opacity;
#ifdef QMM_OUTPUTSURFACE_LINEAR
fragColor = convertSRGBToLinear(fragColor);
#endif
}
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