Pro 7 1080i [vo/opengl] [ 1] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; [vo/opengl] [ 2] color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; [vo/opengl] [ 3] // color conversion [vo/opengl] [ 4] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; [vo/opengl] [ 5] color.a = 1.0; [vo/opengl] [ 6] // color mapping UHD 10 Bit [vo/opengl] [ 1] color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r; [vo/opengl] [ 2] color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg; [vo/opengl] [ 3] // color conversion [vo/opengl] [ 4] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; [vo/opengl] [ 5] color.a = 1.0; [vo/opengl] [ 6] // color mapping HEVC 8 Bit [vo/opengl] [ 1] color.r = 1.003906 * vec4(texture(texture0, texcoord0)).r; [vo/opengl] [ 2] color.gb = 1.003906 * vec4(texture(texture1, texcoord1)).rg; [vo/opengl] [ 3] // color conversion [vo/opengl] [ 4] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; [vo/opengl] [ 5] color.a = 1.0; [vo/opengl] [ 6] // color mapping ZDF 720p [vo/opengl] [ 1] color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; [vo/opengl] [ 2] color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; [vo/opengl] [ 3] // color conversion [vo/opengl] [ 4] color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; [vo/opengl] [ 5] color.a = 1.0; [vo/opengl] [ 6] // color mapping VERTEX #version 330 in vec2 vertex_position; in vec2 vertex_texcoord0; out vec2 texcoord0; in vec2 vertex_texcoord1; out vec2 texcoord1; in vec2 vertex_texcoord2; out vec2 texcoord2; in vec2 vertex_texcoord3; out vec2 texcoord3; in vec2 vertex_texcoord4; out vec2 texcoord4; in vec2 vertex_texcoord5; out vec2 texcoord5; void main() { gl_Position = vec4(vertex_position, 1.0, 1.0); texcoord0 = vertex_texcoord0; texcoord1 = vertex_texcoord1; texcoord2 = vertex_texcoord2; texcoord3 = vertex_texcoord3; texcoord4 = vertex_texcoord4; texcoord5 = vertex_texcoord5; } FRAGMENT #version 330 #define texture1D texture #define texture3D texture out vec4 out_color; in vec2 texcoord0; in vec2 texcoord1; in vec2 texcoord2; in vec2 texcoord3; in vec2 texcoord4; in vec2 texcoord5; uniform mat3 colormatrix; uniform vec3 colormatrix_c; uniform sampler2D texture0; uniform vec2 texture_size0; uniform mat2 texture_rot0; uniform vec2 pixel_size0; uniform sampler2D texture1; uniform vec2 texture_size1; uniform mat2 texture_rot1; uniform vec2 pixel_size1; #define LUT_POS(x, lut_size) mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x)) void main() { vec4 color = vec4(0.0, 0.0, 0.0, 1.0); color.r = 1.000000 * vec4(texture(texture0, texcoord0)).r; color.gb = 1.000000 * vec4(texture(texture1, texcoord1)).rg; // color conversion color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c; color.a = 1.0; // color mapping out_color = color; }