axmol/core/renderer/shaders/videoTextureNV12.frag

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