#version 450 core #include "color_convert_generic.glsl" #include "swizzle.glsl" layout(location = 0) in vec2 inTexCoord; layout(set = 0, binding = 0) uniform sampler2D inTexture0; layout(set = 0, binding = 1) uniform reorder { ivec4 in_reorder_idx; ivec4 out_reorder_idx; ivec2 texSize; ColorMatrices matrices; }; layout(location = 0) out vec4 outColor0; void main() { vec4 rgba = swizzle (texture (inTexture0, inTexCoord), in_reorder_idx); vec4 yuva = vec4(1.0); yuva.w = rgba.a; yuva.xyz = color_convert_texel (rgba.rgb, matrices); outColor0 = swizzle(yuva, out_reorder_idx); }