
Use a 4-channel texture instead for packed YUV data so every pixel in the texture has all the 4:2:2 color data available.
19 lines
306 B
GLSL
19 lines
306 B
GLSL
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
attribute vec2 vert;
|
|
attribute vec2 tex_coord;
|
|
|
|
uniform mat3 transform;
|
|
uniform vec2 pixel_size;
|
|
|
|
varying vec2 texture_coord;
|
|
|
|
void
|
|
main()
|
|
{
|
|
texture_coord = vert.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5);
|
|
gl_Position = vec4(transform * vec3(vert, 1), 1);
|
|
}
|