#version 460 // VIDEO 2 // ----------- // IN: 2 (RAW IN B) // OUT: 4 (IN B) in vec2 vUV; out vec4 fragColor; #include inc_yuyv.glsl uniform sampler2D iTex0; uniform sampler2D iTex2; uniform sampler2D iTex4; uniform int iInputFormat2; uniform vec2 iInputResolution2; uniform vec3 iGroup3_1[2]; void main() { if (iGroup3_1[1].z > 0) { fragColor = texture(iTex2, vUV * vec2(1, -1)); } else if (iInputFormat2 == YUYV_FOURCC) { fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x)); } else { fragColor = texture(iTex0, vUV); } }