blob: 26a83da3f86ddb03ab8d4e1d5b71ecccb05ade5a (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
|
#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
// 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);
}
|