31 lines
826 B
Plaintext
31 lines
826 B
Plaintext
|
uniform sampler2D u_texture_y;
|
||
|
uniform sampler2D u_texture_cb;
|
||
|
uniform sampler2D u_texture_cr;
|
||
|
uniform float u_gamma;
|
||
|
|
||
|
in vec2 uv;
|
||
|
out vec4 fragcolor;
|
||
|
|
||
|
void main() {
|
||
|
float y = texture(u_texture_y, uv).r;
|
||
|
float cb = texture(u_texture_cb, uv).r;
|
||
|
float cr = texture(u_texture_cr, uv).r;
|
||
|
|
||
|
const mat4 to_rgb = mat4(
|
||
|
1.0000, 1.0000, 1.0000, 0.0000,
|
||
|
0.0000, -0.3441, 1.7720, 0.0000,
|
||
|
1.4020, -0.7141, 0.0000, 0.0000,
|
||
|
-0.7010, 0.5291, -0.8860, 1.0000
|
||
|
);
|
||
|
vec4 texel = to_rgb * vec4(y, cb, cr, 1.0);
|
||
|
|
||
|
|
||
|
texel.rgb = pow(texel.rgb, vec3(1.0 / u_gamma));
|
||
|
|
||
|
|
||
|
if(false) { float saturation = 2.0; const vec3 W = vec3(0.2125, 0.7154, 0.0721);
|
||
|
vec3 intensity = vec3(dot(texel.rgb, W));
|
||
|
texel.rgb = mix(intensity, texel.rgb, saturation); }
|
||
|
|
||
|
fragcolor = vec4(texel.rgb, 1.0);
|
||
|
}
|