#shader CMoviePlayerShader #attribute position4 #attribute uv4 #srcfac srcalpha #dstfac invsrcalpha #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec3 posIn; layout(location=1) in vec2 uvIn; UBINDING0 uniform ViewBlock { mat4 mv; vec4 mulColor; }; struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) out VertToFrag vtf; void main() { vtf.uv = uvIn; vtf.color = mulColor; gl_Position = mv * vec4(posIn, 1.0); } #fragment glsl struct VertToFrag { vec4 color; vec2 uv; }; SBINDING(0) in VertToFrag vtf; TBINDING0 uniform sampler2D texY; TBINDING1 uniform sampler2D texU; TBINDING2 uniform sampler2D texV; layout(location=0) out vec4 colorOut; void main() { vec3 yuv; yuv.r = texture(texY, vtf.uv).r; yuv.g = texture(texU, vtf.uv).r; yuv.b = texture(texV, vtf.uv).r; yuv.r = 1.1643*(yuv.r-0.0625); yuv.g = yuv.g-0.5; yuv.b = yuv.b-0.5; colorOut = vec4(yuv.r+1.5958*yuv.b, yuv.r-0.39173*yuv.g-0.81290*yuv.b, yuv.r+2.017*yuv.g, 1.0) * vtf.color; } #vertex hlsl struct VertData { float3 posIn : POSITION; float2 uvIn : UV; }; cbuffer ViewBlock : register(b0) { float4x4 mv; float4 mulColor; }; struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.uv = v.uvIn; vtf.color = mulColor; vtf.position = mul(mv, float4(v.posIn, 1.0)); return vtf; } #fragment hlsl struct VertToFrag { float4 position : SV_Position; float4 color : COLOR; float2 uv : UV; }; Texture2D texs[3] : register(t0); SamplerState samp : register(s0); float4 main(in VertToFrag vtf) : SV_Target0 { float3 yuv; yuv.r = texs[0].Sample(samp, vtf.uv).r; yuv.g = texs[1].Sample(samp, vtf.uv).r; yuv.b = texs[2].Sample(samp, vtf.uv).r; yuv.r = 1.1643*(yuv.r-0.0625); yuv.g = yuv.g-0.5; yuv.b = yuv.b-0.5; return float4(yuv.r+1.5958*yuv.b, yuv.r-0.39173*yuv.g-0.81290*yuv.b, yuv.r+2.017*yuv.g, 1.0) * vtf.color; } #vertex metal struct VertData { float3 posIn [[ attribute(0) ]]; float2 uvIn [[ attribute(1) ]]; }; struct ViewBlock { float4x4 mv; float4 mulColor; }; struct VertToFrag { float4 position [[ position ]]; float4 color; float2 uv; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant ViewBlock& view [[ buffer(2) ]]) { VertToFrag vtf; vtf.uv = v.uvIn; vtf.color = view.mulColor; vtf.position = view.mv * float4(v.posIn, 1.0); return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float4 color; float2 uv; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d<float> tex0 [[ texture(0) ]], texture2d<float> tex1 [[ texture(1) ]], texture2d<float> tex2 [[ texture(2) ]]) { float3 yuv; yuv.r = tex0.sample(samp, vtf.uv).r; yuv.g = tex1.sample(samp, vtf.uv).r; yuv.b = tex2.sample(samp, vtf.uv).r; yuv.r = 1.1643*(yuv.r-0.0625); yuv.g = yuv.g-0.5; yuv.b = yuv.b-0.5; return float4(yuv.r+1.5958*yuv.b, yuv.r-0.39173*yuv.g-0.81290*yuv.b, yuv.r+2.017*yuv.g, 1.0) * vtf.color; }