2019-06-19 15:39:53 +00:00
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#version 450 core
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#include "color_convert_generic.glsl"
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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2019-11-26 07:11:25 +00:00
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layout(set = 0, binding = 0) uniform reorder {
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2019-06-19 15:39:53 +00:00
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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ivec2 texSize;
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ColorMatrices matrices;
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};
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2019-11-26 07:11:25 +00:00
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layout(set = 0, binding = 1) uniform sampler2D inTexture0;
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2019-06-19 15:39:53 +00:00
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layout(location = 0) out vec4 outColor0;
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layout(location = 1) out vec4 outColor1;
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void main()
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{
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vec4 texel = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx);
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vec4 uv_texel = swizzle (texture(inTexture0, inTexCoord * vec2(2.0)), in_reorder_idx);
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vec3 yuv1 = color_convert_texel (texel.rgb, matrices);
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vec3 yuv2 = color_convert_texel (uv_texel.rgb, matrices);
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vec3 yuv = vec3(yuv1.x, yuv2.y, yuv2.z);
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outColor0 = vec4(yuv[out_reorder_idx[0]], 0.0, 0.0, 1.0);
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outColor1 = vec4(yuv[out_reorder_idx[1]], yuv[out_reorder_idx[2]], 0.0, 1.0);
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}
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