#ifdef GL_ES precision mediump float; #endif in vec4 v_color; in vec2 v_texCoords; uniform sampler2D u_texture; out vec4 fragColor; const mat4 rgb_to_ycocg = mat4( 0.25, 1.0, -0.5, 0.0, 0.5, 0.0, 1.0, 0.0, 0.25, -1.0, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0 ); const mat4 ycocg_to_rgb = mat4( 1.0, 1.0, 1.0, 0.0, 0.5, 0.0, -0.5, 0.0, -0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0 ); const vec2 boolean = vec2(0.0, 1.0); void main() { vec4 incolour = texture(u_texture, v_texCoords); vec4 yog = rgb_to_ycocg * incolour; // vec4(Y, Co, Cg, A) where Y,A=[0,1]; Co,Cg=[-1,1] vec4 scalar = vec4(1.0, 2.0, 2.0, 1.0); fragColor = ycocg_to_rgb * (yog * scalar); }