7 uniform vec2 foo_chroma_offset_0;
8 //uniform vec2 foo_chroma_offset_1;
12 // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is:
14 // 2.000 0.000 0.000 -1.000
15 // 0.000 2.000 0.000 -1.000
16 // 0.000 0.000 -2.000 -1.000
17 // 0.000 0.000 0.000 1.000
18 gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0);
19 vec2 flipped_tc = texcoord;
20 // flipped_tc.y = 1.0 - flipped_tc.y;
21 tc0 = flipped_tc + foo_chroma_offset_0;
22 // tc1 = flipped_tc + foo_chroma_offset_1;