vk-video 0.2.0

A library for hardware video coding using Vulkan Video, with wgpu integration.
Documentation
struct VertexOutput {
    @builtin(position) position: vec4<f32>,
    @location(0) x: f32,
}

const VERTICES: array<vec3<f32>, 3> = array<vec3<f32>, 3>(
    vec3<f32>(-1.0, 1.0, 0.0),
    vec3<f32>(-1.0, -3.0, 0.0),
    vec3<f32>(3.0, 1.0, 0.0),
);

const X: array<f32, 3> = array<f32, 3>(
    0.0, 0.0, 1.0,
);


var<immediate> time: f32;

@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> VertexOutput {
    var output: VertexOutput;

    output.position = vec4(VERTICES[idx], 1.0);
    output.x = X[idx] + fract(time * 3.1416 / 64.0);

    return output;
}

fn hue(x: f32) -> vec3<f32> {
    let p = abs(fract(x + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0);
    return (clamp(p - 1.0, vec3(0.0), vec3(1.0)));
}

@fragment
fn fs_main_y(input: VertexOutput) -> @location(0) f32 {
    let conversion_weights = vec3<f32>(0.2126, 0.7152, 0.0722);
    let color = hue(input.x);
    return clamp(dot(color, conversion_weights), 0.0, 1.0);
}

@fragment
fn fs_main_uv(input: VertexOutput) -> @location(0) vec2<f32> {
    let conversion_weights = mat3x2<f32>(
        -0.1146, 0.5,
        -0.3854, -0.4542,
        0.5, -0.0458,
    );
    let conversion_bias = vec2<f32>(0.5, 0.5);
    let color = hue(input.x);

    return clamp(conversion_weights * color + conversion_bias, vec2(0.0, 0.0), vec2(1.0, 1.0));
}