#version 300 es in highp vec2 uv; out highp vec4 color; uniform int nv; uniform highp float nvGain; uniform sampler2D sampler1; uniform sampler2D sampler2; uniform sampler2D sampler3; void main() { highp vec4 yuv = vec4( texture(sampler1, uv).r, texture(sampler2, uv).r, texture(sampler3, uv).r, 1.0 ); highp mat4 yuv_to_rgb = mat4( 1.0, 0.0 , 1.402, -0.701, 1.0, -0.344, -0.714, 0.529, 1.0, 1.772, 0.0 , -0.886, 1.0, 1.0 , 1.0 , 1.0 ); color = yuv * yuv_to_rgb; if (nv == 1) color *= nvGain; }