uniform sampler2D plane1Texture; | |
uniform sampler2D plane2Texture; | |
uniform mediump mat4 colorMatrix; | |
uniform lowp float opacity; | |
varying highp vec2 plane1TexCoord; | |
varying highp vec2 plane2TexCoord; | |
void main() | |
{ | |
mediump float Y = texture2D(plane1Texture, plane1TexCoord).r; | |
mediump vec2 UV = texture2D(plane2Texture, plane2TexCoord).ar; | |
mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); | |
gl_FragColor = colorMatrix * color * opacity; | |
} |