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#version 440
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
mat4 colorMatrix;
float opacity;
float width;
} ubuf;
layout(binding = 1) uniform sampler2D plane1Texture;
layout(binding = 2) uniform sampler2D plane2Texture;
layout(binding = 3) uniform sampler2D plane3Texture;
void main()
{
float Y = texture(plane1Texture, texCoord).r;
float U = texture(plane2Texture, texCoord).r;
float V = texture(plane3Texture, texCoord).r;
vec4 color = vec4(Y, U, V, 1.);
fragColor = ubuf.colorMatrix * color * ubuf.opacity;
}
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