#version 460 // VIDEO 1 // ----------- // IN: 1 (RAW IN A) // OUT: 3 (IN A) in vec2 vUV; out vec4 fragColor; #include inc_yuyv.glsl uniform sampler2D iTex0; uniform sampler2D iTex1; uniform sampler2D iTex3; uniform int iInputFormat1; uniform vec2 iInputResolution1; uniform vec3 iGroup3_1[2]; void main() { if (iGroup3_1[1].z > 0) { fragColor = texture(iTex1, vUV * vec2(1, -1)); } else if (iInputFormat1 == YUYV_FOURCC) { fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x)); } else { fragColor = texture(iTex0, vUV); } }