#version 450 core #include "color_convert_generic.glsl" #include "swizzle.glsl" layout(location = 0) in vec2 inTexCoord; layout(set = 0, binding = 0) uniform reorder { ivec4 in_reorder_idx; ivec4 out_reorder_idx; ivec2 texSize; ColorMatrices matrices; }; layout(set = 0, binding = 1) uniform sampler2D inTexture0; layout(location = 0) out vec4 outColor0; void main() { float inorder = mod (inTexCoord.x * texSize.x, 2.0); float fx = inTexCoord.x; float dx = -1.0 / texSize.x; if (inorder > 1.0) dx = -dx; vec4 texel1 = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx); vec4 texel2 = swizzle (texture(inTexture0, inTexCoord + vec2(dx, 0.0)), in_reorder_idx); vec3 yuv1 = color_convert_texel (texel1.rgb, matrices); vec3 yuv2 = color_convert_texel (texel2.rgb, matrices); vec3 yuv; yuv.x = yuv1.x; yuv.yz = (yuv1.yz + yuv2.yz) * 0.5; if (inorder < 1.0) outColor0 = vec4(yuv[out_reorder_idx[0]], yuv[out_reorder_idx[1]], 0.0, 1.0); else outColor0 = vec4(yuv[out_reorder_idx[2]], yuv[out_reorder_idx[3]], 0.0, 1.0); }