#version 310 es precision highp float; precision highp int; layout(location = 0) in vec4 v_fragmentColor; layout(location = 1) 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; }; vec3 trasnformYUV(vec3 YUV) { YUV -= vec3(colorTransform[0].w, colorTransform[1].w, colorTransform[2].w); return mat3( colorTransform[0].xyz, colorTransform[1].xyz, colorTransform[2].xyz ) * YUV; } layout(location = 0) out vec4 FragColor; void main() { vec3 YUV; YUV.x = texture(u_tex0, v_texCoord).w; // Y YUV.yz = texture(u_tex1, v_texCoord).xy; // CbCr /* Convert YUV to RGB */ vec4 OutColor; OutColor.xyz = trasnformYUV(YUV); OutColor.w = 1.0; FragColor = v_fragmentColor * OutColor; }