// Implicit uniforms: // uniform sampler2D PREFIX(tex_y); // uniform sampler2D PREFIX(tex_cbcr); // If CB_CR_SAME_TEXTURE. // uniform sampler2D PREFIX(tex_cb); // If not CB_CR_SAME_TEXTURE. // uniform sampler2D PREFIX(tex_cr); // If not CB_CR_SAME_TEXTURE. 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; #if CB_CR_SAME_TEXTURE #if CB_CR_OFFSETS_EQUAL ycbcr.yz = tex2D(PREFIX(tex_cbcr), tc + PREFIX(cb_offset)).xy; #else ycbcr.y = tex2D(PREFIX(tex_cbcr), tc + PREFIX(cb_offset)).x; ycbcr.z = tex2D(PREFIX(tex_cbcr), tc + PREFIX(cr_offset)).x; #endif #else ycbcr.y = tex2D(PREFIX(tex_cb), tc + PREFIX(cb_offset)).x; ycbcr.z = tex2D(PREFIX(tex_cr), tc + PREFIX(cr_offset)).x; #endif ycbcr -= PREFIX(offset); vec4 rgba; rgba.rgb = PREFIX(inv_ycbcr_matrix) * ycbcr; rgba.a = 1.0; return rgba; }