uniform sampler2D PREFIX(tex_y); uniform sampler2D PREFIX(tex_cb); uniform sampler2D PREFIX(tex_cr); vec4 FUNCNAME(vec2 tc) { // OpenGL's origin is bottom-left, but most graphics software assumes // a top-left origin. Thus, for inputs that come from the user, // we flip the y coordinate. tc.y = 1.0 - tc.y; vec3 ycbcr; ycbcr.x = tex2D(PREFIX(tex_y), tc).x; ycbcr.y = tex2D(PREFIX(tex_cb), tc + PREFIX(cb_offset)).x; ycbcr.z = tex2D(PREFIX(tex_cr), tc + PREFIX(cr_offset)).x; ycbcr -= PREFIX(offset); vec4 rgba; rgba.rgb = PREFIX(inv_ycbcr_matrix) * ycbcr; rgba.a = 1.0; return rgba; }