2023-07-19 23:41:16 +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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layout(location = 0) in vec4 v_fragmentColor;
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layout(location = 1) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_tex0; // Y sample
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layout(binding = 1) uniform sampler2D u_tex1; // UV sample
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layout(std140) uniform fs_ub {
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mat4 colorTransform;
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};
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vec3 trasnformYUV(vec3 YUV)
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{
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YUV -= vec3(colorTransform[0].w, colorTransform[1].w, colorTransform[2].w);
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return mat3(
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colorTransform[0].xyz,
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colorTransform[1].xyz,
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colorTransform[2].xyz
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) * YUV;
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}
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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vec3 YUV;
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/* For dual sampler */
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YUV.x = texture(u_tex0, v_texCoord).x;
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2023-07-20 17:55:16 +08:00
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YUV.yz = texture(u_tex1, v_texCoord).yw;
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2023-07-19 23:41:16 +08:00
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/* Convert YUV to RGB */
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vec4 OutColor;
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OutColor.xyz = trasnformYUV(YUV);
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OutColor.w = 1.0;
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FragColor = v_fragmentColor * OutColor;
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}
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