#version 310 es precision highp float; precision highp int; #include "base.glsl" #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; YUV.x = texture(u_tex0, v_texCoord).x; // Y YUV.yz = texture(u_tex1, v_texCoord).RG8_CHANNEL; // CbCr /* Convert YUV to RGB */ vec4 OutColor; OutColor.xyz = trasnformYUV(YUV, colorTransform); OutColor.w = 1.0; FragColor = v_color * OutColor; }