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13 lines
365 B
GLSL
13 lines
365 B
GLSL
#version 450
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// Fullscreen triangle: resolves the imported YCbCr frame into a mipmapped RGBA
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// target so the video pipelines can sample it trilinearly (no 4K shimmer).
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layout(location = 0) out vec2 vUV;
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void main() {
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vec2 p = vec2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2));
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vUV = p;
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gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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}
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