frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
}
}
- frag_shader.append(read_version_dependent_file("footer", "frag"));
+ frag_shader.append(read_file("footer.frag"));
// Collect uniforms from all effects and output them. Note that this needs
// to happen after output_fragment_shader(), even though the uniforms come
+++ /dev/null
-#if YCBCR_OUTPUT_PLANAR
-out vec4 Y;
-out vec4 Cb;
-out vec4 Cr;
-#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
-out vec4 Y;
-out vec4 Chroma;
-#else
-out vec4 FragColor;
-#endif
-
-#if YCBCR_ALSO_OUTPUT_RGBA
-out vec4 RGBA;
-#endif
-
-void main()
-{
-#if YCBCR_ALSO_OUTPUT_RGBA
- vec4 color[2] = INPUT(tc);
- vec4 color0 = color[0];
- vec4 color1 = color[1];
-#else
- vec4 color0 = INPUT(tc);
-#endif
-
-#if YCBCR_OUTPUT_PLANAR
- Y = color0.rrra;
- Cb = color0.ggga;
- Cr = color0.bbba;
-#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
- Y = color0.rrra;
- Chroma = color0.gbba;
-#else
- FragColor = color0;
-#endif
-
-#if YCBCR_ALSO_OUTPUT_RGBA
- RGBA = color1;
-#endif
-}