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); }