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38 lines
881 B
GLSL
38 lines
881 B
GLSL
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#version 440
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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ivec4 swizzle;
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mat4 color_matrix;
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float qt_Opacity;
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} ubuf;
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layout(binding = 1) uniform sampler2D Ytex;
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layout(binding = 2) uniform sampler2D Utex;
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layout(binding = 3) uniform sampler2D Vtex;
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vec4 swizzle(in vec4 texel, in ivec4 swizzle) {
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return vec4(texel[swizzle[0]], texel[swizzle[1]], texel[swizzle[2]], texel[swizzle[3]]);
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}
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vec4 yuva_to_rgba(in vec4 yuva, in mat4 color_matrix) {
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return yuva * color_matrix;
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}
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void main()
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{
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vec4 yuva;
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yuva.x = texture(Ytex, vTexCoord).r;
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yuva.y = texture(Utex, vTexCoord).r;
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yuva.z = texture(Vtex, vTexCoord).r;
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yuva.a = 1.0;
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yuva = swizzle(yuva, ubuf.swizzle);
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vec4 rgba = yuva_to_rgba (yuva, ubuf.color_matrix);
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fragColor = rgba * ubuf.qt_Opacity;
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}
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