#version 130 in vec2 position; in vec2 texcoord; out vec2 y_tc0, y_tc1, cbcr_tc0, cbcr_tc1; uniform vec2 foo_luma_offset_0; uniform vec2 foo_luma_offset_1; uniform vec2 foo_chroma_offset_0; uniform vec2 foo_chroma_offset_1; void main() { // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: // // 2.000 0.000 0.000 -1.000 // 0.000 2.000 0.000 -1.000 // 0.000 0.000 -2.000 -1.000 // 0.000 0.000 0.000 1.000 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); vec2 flipped_tc = texcoord; y_tc0 = flipped_tc + foo_luma_offset_0; y_tc1 = flipped_tc + foo_luma_offset_1; cbcr_tc0 = flipped_tc + foo_chroma_offset_0; cbcr_tc1 = flipped_tc + foo_chroma_offset_1; };