"#version 130 \n"
"in vec2 tc0; \n"
"uniform sampler2D tex; \n"
- "out vec4 Y, CbCr, RGBA; \n"
+ "out vec4 Y, CbCr, YCbCr; \n"
"void main() { \n"
- " vec4 gray = texture(tex, tc0); \n"
- " RGBA = gray.rrra; \n";
+ " vec4 gray = texture(tex, tc0); \n";
if (global_flags.ten_bit_output) {
frag_shader +=
" gray.r = gray.r * ((940.0-16.0)/65535.0) + 16.0/65535.0; \n" // Limited-range Y'CbCr.
- " Y = gray.rrra; \n"
" CbCr = vec4(512.0/65535.0, 512.0/65535.0, 0.0, 1.0); \n";
} else {
frag_shader +=
" gray.r = gray.r * ((235.0-16.0)/255.0) + 16.0/255.0; \n" // Limited-range Y'CbCr.
- " Y = gray.rrra; \n"
" CbCr = vec4(128.0/255.0, 128.0/255.0, 0.0, 1.0); \n";
}
- frag_shader += "} \n";
+ frag_shader +=
+ " Y = gray.rrra; \n"
+ " YCbCr = vec4(Y.r, CbCr.r, CbCr.g, CbCr.a); \n"
+ "} \n";
vector<string> frag_shader_outputs;
program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);