| #version 100 | |
| precision mediump float; | |
| uniform sampler2D uSampler0_Stage0; | |
| uniform sampler2D uSampler1_Stage0; | |
| uniform mat4 uYUVMatrix_Stage0; | |
| varying vec2 vMatrixCoord_Stage0; | |
| void main() { | |
| vec4 output_Stage0; | |
| { | |
| // Stage 0: YUV to RGB | |
| output_Stage0 = vec4( | |
| texture2D(uSampler0_Stage0, vMatrixCoord_Stage0).aaaa.r, | |
| texture2D(uSampler1_Stage0, vMatrixCoord_Stage0).ra, | |
| 1.0) * uYUVMatrix_Stage0; | |
| } | |
| gl_FragColor = output_Stage0; | |
| } |