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#version 440
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
};
layout(binding = 1) uniform sampler2D tex0;
layout(binding = 2) uniform sampler2D tex1;
layout(binding = 3) uniform sampler2D tex2;
void main()
{
float y = 1.16438356 * (texture(tex0, v_texcoord).x - 0.0625);
float u = texture(tex1, v_texcoord).x - 0.5;
float v = texture(tex2, v_texcoord).x - 0.5;
y *= qt_Opacity;
u *= qt_Opacity;
v *= qt_Opacity;
fragColor.r = y + 1.59602678 * v;
fragColor.g = y - 0.39176229 * u - 0.81296764 * v;
fragColor.b = y + 2.01723214 * u;
fragColor.a = qt_Opacity;
}
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