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| precision mediump float;
| varying vec2 v_texPosition;
| uniform sampler2D sampler_y;
| uniform sampler2D sampler_u;
| uniform sampler2D sampler_v;
| void main() {
| float y,u,v;
| y = texture2D(sampler_y,v_texPosition).r;
| u = texture2D(sampler_u,v_texPosition).r- 0.5;
| v = texture2D(sampler_v,v_texPosition).r- 0.5;
|
| vec3 rgb;
| rgb.r = y + 1.403 * v;
| rgb.g = y - 0.344 * u - 0.714 * v;
| rgb.b = y + 1.770 * u;
|
| gl_FragColor = vec4(rgb,1);
| }
|
|