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- #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);
- }
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