2023-08-13 23:56:58 +08:00
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#version 310 es
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precision highp float;
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precision highp int;
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#include "colorUtils.glsl"
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layout(location = COLOR0) in vec4 v_color;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_tex0; // Y sample: LumaTexture
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layout(binding = 1) uniform sampler2D u_tex1; // UV sample: ChromaTexture
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layout(std140) uniform fs_ub {
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mat4 colorTransform;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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void main()
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{
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vec3 YUV;
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2023-08-22 19:34:28 +08:00
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#ifndef GLES2
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2023-08-13 23:56:58 +08:00
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YUV.x = texture(u_tex0, v_texCoord).x; // Y
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YUV.yz = texture(u_tex1, v_texCoord).xy; // CbCr
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2023-08-22 19:34:28 +08:00
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#else
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YUV.x = texture(u_tex0, v_texCoord).w; // Y
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YUV.yz = texture(u_tex1, v_texCoord).xw; // CbCr
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#endif
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2023-08-13 23:56:58 +08:00
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/* Convert YUV to RGB */
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vec4 OutColor;
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OutColor.xyz = trasnformYUV(YUV, colorTransform);
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OutColor.w = 1.0;
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FragColor = v_color * OutColor;
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}
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