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uniform sampler2D plane1Texture;
uniform sampler2D plane2Texture;
uniform sampler2D plane3Texture;
uniform mediump mat4 colorMatrix;
uniform lowp float opacity;
varying highp vec2 plane1TexCoord;
varying highp vec2 plane2TexCoord;
varying highp vec2 plane3TexCoord;
void main()
{
mediump float Y = texture2D(plane1Texture, plane1TexCoord).r;
mediump float U = texture2D(plane2Texture, plane2TexCoord).r;
mediump float V = texture2D(plane3Texture, plane3TexCoord).r;
mediump vec4 color = vec4(Y, U, V, 1.);
gl_FragColor = colorMatrix * color * opacity;
}
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