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15 lines
455 B
GLSL
15 lines
455 B
GLSL
#version 450
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// Samples the imported YCbCr frame (the sampler carries a VkSamplerYcbcrConversion,
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// so a single fetch yields non-linear R'G'B') and writes it verbatim into the RGBA
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// resolve target. The sRGB EOTF stays in the video shaders that read this target.
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layout(binding = 0) uniform sampler2D ycbcr;
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layout(location = 0) in vec2 vUV;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(texture(ycbcr, vUV).rgb, 1.0);
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}
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