init
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25
shaders/fragShader.frag
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25
shaders/fragShader.frag
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#version 330 core
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out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D textureY;
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uniform sampler2D textureU;
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uniform sampler2D textureV;
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void main(){
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vec3 yuv, rgb;
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vec3 yuv2r = vec3(1.164, 0.0, 1.596);
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vec3 yuv2g = vec3(1.164, -0.391, -0.813);
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vec3 yuv2b = vec3(1.164, 2.018, 0.0);
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yuv.x = texture(textureY, TexCoord).r - 0.0625;
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yuv.y = texture(textureU, TexCoord).r - 0.5;
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yuv.z = texture(textureV, TexCoord).r - 0.5;
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rgb.x = dot(yuv, yuv2r);
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rgb.y = dot(yuv, yuv2g);
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rgb.z = dot(yuv, yuv2b);
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FragColor = vec4(rgb, 1.0);
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}
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12
shaders/vertexShader.vert
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12
shaders/vertexShader.vert
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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out vec2 TexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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TexCoord = vec2(aTexCoord.x, aTexCoord.y);
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}
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