#version 330 core in vec3 vertexColor; //输入颜色数据 in vec2 TexCoord; //输入纹理坐标数据 out vec4 FragColor; //输出颜色数据 uniform sampler2D textureY; //Y分量纹理采样器 uniform sampler2D textureU; //U分量纹理采样器 uniform sampler2D textureV; void main() { //在着色器里取出某个位置上的像素值,rgba四分量,单通道只有r有效 //y的范围是[0, 1],u和v的范围是[-0.5, 0.5] float y = texture(textureY, TexCoord).r; //uv只有y分量的四分之一,映射到屏幕上的范围是[-0.5-0.5],所以需要减去0.5 float u = texture(textureU, TexCoord).r - 0.5; float v = texture(textureV, TexCoord).r - 0.5; float r = y + 1.402 * v; float g = y - 0.344136 * u - 0.714136 * v; float b = y + 1.772 * u; FragColor = vec4(r, g, b, 1.0); }