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#version 440
layout(location = 0) in vec2 plane1TexCoord;
layout(location = 1) in vec2 plane2TexCoord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
mat4 colorMatrix;
float opacity;
float plane1Width;
float plane2Width;
float plane3Width;
} ubuf;
layout(binding = 1) uniform sampler2D plane1Texture;
layout(binding = 2) uniform sampler2D plane2Texture;
void main()
{
vec3 YUV = vec3(texture(plane1Texture, plane1TexCoord).g, texture(plane2Texture, plane2TexCoord).rb);
fragColor = ubuf.colorMatrix * vec4(YUV, 1.0) * ubuf.opacity;
}
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