#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; layout(location = 1) out vec4 outColor1; void main() { vec4 texel = swizzle (texture(inTexture0, inTexCoord), in_reorder_idx); vec4 uv_texel = swizzle (texture(inTexture0, inTexCoord * vec2(2.0)), in_reorder_idx); vec3 yuv1 = color_convert_texel (texel.rgb, matrices); vec3 yuv2 = color_convert_texel (uv_texel.rgb, matrices); vec3 yuv = vec3(yuv1.x, yuv2.y, yuv2.z); outColor0 = vec4(yuv[out_reorder_idx[0]], 0.0, 0.0, 1.0); outColor1 = vec4(yuv[out_reorder_idx[1]], yuv[out_reorder_idx[2]], 0.0, 1.0); }