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#version 450 core
#include "color_convert_generic.glsl"
#include "upsample_ayuv.glsl"
#include "swizzle.glsl"
layout(location = 0) in vec2 inTexCoord;
layout(set = 0, binding = 0) uniform sampler2D inTexture0;
layout(set = 0, binding = 1) uniform reorder {
ivec4 in_reorder_idx;
ivec4 out_reorder_idx;
ivec2 texSize;
ColorMatrices matrices;
};
layout(location = 0) out vec4 outColor0;
void main()
{
vec4 yuva = upsample_AYUV (inTexture0, inTexCoord, in_reorder_idx);
vec4 rgba = vec4(1.0);
rgba.a = yuva.a;
rgba.rgb = color_convert_texel (yuva.xyz, matrices);
outColor0 = swizzle(rgba, out_reorder_idx);
}
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