blob: 40bc9fa900a47bee6ea51c90583a4ace2186038a [file] [log] [blame]
// Copyright 2020 The Cobalt Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D u_texture_y;
uniform sampler2D u_texture_u;
uniform sampler2D u_texture_v;
uniform mat4 u_color_transform_matrix;
#pragma array u_texture(u_texture_y, u_texture_u, u_texture_v);
vec4 GetRgba() {
float y = texture2D(u_texture_y, v_texcoord).a;
float u = texture2D(u_texture_u, v_texcoord).a;
float v = texture2D(u_texture_v, v_texcoord).a;
vec4 rgba = u_color_transform_matrix * vec4(y, u, v, 1);
return clamp(rgba, vec4(0, 0, 0, 0), vec4(1, 1, 1, 1));
}
void main() {
gl_FragColor = GetRgba();
}