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26 lines
682 B
GLSL
26 lines
682 B
GLSL
#version 450 core
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#include "color_convert_generic.glsl"
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#include "upsample_ayuv.glsl"
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#include "swizzle.glsl"
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layout(location = 0) in vec2 inTexCoord;
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layout(set = 0, binding = 0) uniform sampler2D inTexture0;
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layout(set = 0, binding = 1) uniform reorder {
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ivec4 in_reorder_idx;
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ivec4 out_reorder_idx;
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ivec2 texSize;
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ColorMatrices matrices;
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};
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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vec4 yuva = upsample_AYUV (inTexture0, inTexCoord, in_reorder_idx);
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vec4 rgba = vec4(1.0);
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rgba.a = yuva.a;
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rgba.rgb = color_convert_texel (yuva.xyz, matrices);
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outColor0 = /*vec4(yuv.x * 0.0, yuv.y * 0.0, yuv.z * 1.0, 1.0);*/swizzle(rgba, out_reorder_idx);
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}
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