Sunshine/assets/shaders/opengl/ConvertY.frag

26 lines
424 B
GLSL

#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
layout(shared) uniform ColorMatrix {
vec4 color_vec_y;
vec4 color_vec_u;
vec4 color_vec_v;
vec2 range_y;
vec2 range_uv;
};
in vec2 tex;
layout(location = 0) out float color;
void main()
{
vec3 rgb = texture(image, tex).rgb;
float y = dot(color_vec_y.xyz, rgb);
color = y * range_y.x + range_y.y;
}