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This allows mapping to YCbCr without modifying the shader itself. Signed-off-by: Andri Yngvason <andri@yngvason.is>
14 lines
276 B
GLSL
14 lines
276 B
GLSL
#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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uniform mat4 color_matrix;
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void main() {
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gl_FragColor = color_matrix * texture2D(tex, v_texcoord) * alpha;
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}
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