Shader "NRSDK/NRBackgroundYUV"
{
	Properties
	{
		_MainTex("Texture", 2D) = "black" {}
		_UTex("U", 2D) = "black" {}
		_VTex("V", 2D) = "black" {}
	}

	SubShader
	{
		Tags { "Queue" = "Background-1" "RenderType" = "Opaque" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				UNITY_FOG_COORDS(1)
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			sampler2D _UTex;
			sampler2D _VTex;

			v2f vert(appdata v)
			{
				v2f o;
				o.vertex = UnityObjectToClipPos(v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				return o;
			}

			fixed4 frag(v2f i) : SV_Target
			{
				fixed2 uv = fixed2(i.uv.x, 1 - i.uv.y);
				fixed4 ycol = tex2D(_MainTex, uv);
				fixed4 ucol = tex2D(_UTex, uv);
				fixed4 vcol = tex2D(_VTex, uv);

				float r = ycol.a + 1.4022 * vcol.a - 0.7011;
				float g = ycol.a - 0.3456 * ucol.a - 0.7145 * vcol.a + 0.53005;
				float b = ycol.a + 1.771 * ucol.a - 0.8855;

				fixed4 col_bg = fixed4(r, g, b, 1);
				col_bg.rgb = GammaToLinearSpace(col_bg.rgb);
				return col_bg;
			}
			ENDCG
		}
	}
}