// Full-screen quad vertex shader shared by all single-pass nodes.
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) uv: vec2<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) vertex_idx: u32) -> VertexOutput {
var positions = array<vec2<f32>, 6>(
vec2<f32>(-1.0, 1.0), vec2<f32>( 1.0, 1.0), vec2<f32>(-1.0, -1.0),
vec2<f32>(-1.0, -1.0), vec2<f32>( 1.0, 1.0), vec2<f32>( 1.0, -1.0),
);
var uvs = array<vec2<f32>, 6>(
vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0),
vec2<f32>(0.0, 1.0), vec2<f32>(1.0, 0.0), vec2<f32>(1.0, 1.0),
);
var out: VertexOutput;
out.position = vec4<f32>(positions[vertex_idx], 0.0, 1.0);
out.uv = uvs[vertex_idx];
return out;
}
// ── Fragment ──────────────────────────────────────────────────────────────────
@group(0) @binding(0) var y_tex: texture_2d<f32>;
@group(0) @binding(1) var cb_tex: texture_2d<f32>;
@group(0) @binding(2) var cr_tex: texture_2d<f32>;
@group(0) @binding(3) var<uniform> u: YuvUniforms;
struct YuvUniforms {
// Chroma sub-sampling divisors:
// Yuv420p → (2, 2) Yuv422p → (2, 1) Yuv444p → (1, 1)
chroma_x_div: u32,
chroma_y_div: u32,
_pad0: u32,
_pad1: u32,
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let luma_size = textureDimensions(y_tex);
// UV → integer luma pixel coordinates, clamped to valid range.
let px = min(
vec2<i32>(in.uv * vec2<f32>(f32(luma_size.x), f32(luma_size.y))),
vec2<i32>(i32(luma_size.x) - 1, i32(luma_size.y) - 1),
);
let y_val = textureLoad(y_tex, px, 0).r;
// Chroma coordinates (sub-sampled per format uniform).
let chroma_size = textureDimensions(cb_tex);
let cpx = min(
vec2<i32>(px.x / i32(u.chroma_x_div), px.y / i32(u.chroma_y_div)),
vec2<i32>(i32(chroma_size.x) - 1, i32(chroma_size.y) - 1),
);
let cb = textureLoad(cb_tex, cpx, 0).r - 0.5;
let cr = textureLoad(cr_tex, cpx, 0).r - 0.5;
// BT.601 full-range YCbCr → linear RGB.
let r = clamp(y_val + 1.402 * cr, 0.0, 1.0);
let g = clamp(y_val - 0.344 * cb - 0.714 * cr, 0.0, 1.0);
let b = clamp(y_val + 1.772 * cb, 0.0, 1.0);
return vec4<f32>(r, g, b, 1.0);
}