#version 330 core out vec4 FragColor; in vec4 vertexColor; uniform vec3 iResolution; // viewport resolution (in pixels) uniform vec4 color; // drawing color void main() { vec4 c = color * vertexColor; FragColor = vec4( c.r * c.a, c.g * c.a, c.b * c.a, c.a); } // RGBA 2 YUVA converter //vec4 yuva = vec4(0.0); //yuva.x = rgba.r * 0.299 + rgba.g * 0.587 + rgba.b * 0.114; //yuva.y = rgba.r * -0.169 + rgba.g * -0.331 + rgba.b * 0.5 + 0.5; //yuva.z = rgba.r * 0.5 + rgba.g * -0.419 + rgba.b * -0.081 + 0.5; //yuva.w = 1.0;