#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 const vec3 uAColor = vec3(.5,.5,.5); const vec3 uBColor = vec3(.5,.5,.5); const vec3 uCColor = vec3(1.,1.,1.); const vec3 uDColor = vec3(.0,.33,.67); //get colors from http://dev.thi.ng/gradients/ vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } mat3 yuv2rgb = mat3(1.,.0,1.13983, 1.,-.39465,-.58060, 1.,2.03211,.0); mat3 rgb2yuv = mat3(.2125,.7152,.0722,-.09991,-.33609,.43600,.615,-.5586,-.05639); void main() { vec2 st = gl_FragCoord.xy/u_resolution; st.x *= u_resolution.x/u_resolution.y; st = (st-.5)*2.; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; color = yuv2rgb * vec3(.5,st.x,st.y); gl_FragColor = vec4(color, alpha); }