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// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
#version 440
#extension GL_GOOGLE_include_directive : enable
#include "uniformbuffer.glsl"
#include "colortransfer.glsl"
#include "texturecomponent.glsl"
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D plane1Texture;
layout(binding = 2) uniform sampler2D plane2Texture;
layout(binding = 3) uniform sampler2D plane3Texture;
void main()
{
float Y = getR8(plane1Texture, texCoord);
float U = getR8(plane2Texture, texCoord);
float V = getR8(plane3Texture, texCoord);
vec4 color = vec4(Y, U, V, 1.);
fragColor = ubuf.colorMatrix * color * ubuf.opacity;
#ifdef QMM_OUTPUTSURFACE_LINEAR
fragColor = convertSRGBToLinear(fragColor);
#endif
// Clamp output to valid range to account for out-of-range
// input values and numerical inaccuracies in YUV->RGB conversion
fragColor = clamp(fragColor, 0.0, 1.0);
}