#version 450 core #include "color_convert_generic.glsl" #include "upsample_yuy2.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() { vec3 yuv = upsample_YUY2 (inTexture0, inTexCoord, texSize, in_reorder_idx); vec4 rgba = vec4(1.0); rgba.rgb = color_convert_texel (yuv, matrices); outColor0 = swizzle(rgba, out_reorder_idx); }