ZaStoGram_desktop/Telegram/shaders/incoming_yuv420.frag

29 lines
881 B
GLSL

#version 450
layout(location = 0) in vec2 v_texcoord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D y_texture;
layout(binding = 2) uniform sampler2D u_texture;
layout(binding = 3) uniform sampler2D v_texture;
layout(std140, binding = 0) uniform Params {
vec2 viewport;
vec3 shadow;
};
void main() {
float fragY = viewport.y - gl_FragCoord.y;
float y = texture(y_texture, v_texcoord).r - 0.0625;
float u = texture(u_texture, v_texcoord).r - 0.5;
float v = texture(v_texture, v_texcoord).r - 0.5;
vec4 result = vec4(
1.164 * y + 1.596 * v,
1.164 * y - 0.392 * u - 0.813 * v,
1.164 * y + 2.017 * u,
1.0);
float shadowCoord = shadow.y - fragY;
float shadowValue = clamp(shadowCoord / shadow.x, 0.0, 1.0);
float shadowShown = shadowValue * shadow.z;
fragColor = vec4(min(result.rgb, vec3(1.0)) * (1.0 - shadowShown), result.a);
}