| // 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(); |
| } |