#version 130 in vec2 tc0; uniform sampler2D tex; out vec4 Y, CbCr, YCbCr; void main() { vec4 gray = texture(tex, tc0);; gray.r = gray.r * ((235.0-16.0)/255.0) + 16.0/255.0; // Limited-range Y'CbCr. CbCr = vec4(128.0/255.0, 128.0/255.0, 0.0, 1.0);; Y = gray.rrra; YCbCr = vec4(Y.r, CbCr.r, CbCr.g, CbCr.a); }