+// GLSL is pickier than the C++ preprocessor in if-testing for undefined
+// tokens; do some fixups here to keep it happy.
+
+#ifndef YCBCR_OUTPUT_PLANAR
+#define YCBCR_OUTPUT_PLANAR 0
+#endif
+
+#ifndef YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
+#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 0
+#endif
+
+#ifndef SECOND_YCBCR_OUTPUT_PLANAR
+#define SECOND_YCBCR_OUTPUT_PLANAR 0
+#endif
+
+#ifndef SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
+#define SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 0
+#endif
+
+#ifndef SECOND_YCBCR_OUTPUT_INTERLEAVED
+#define SECOND_YCBCR_OUTPUT_INTERLEAVED 0
+#endif
+
+#ifndef YCBCR_ALSO_OUTPUT_RGBA
+#define YCBCR_ALSO_OUTPUT_RGBA 0
+#endif
+
+#ifndef SQUARE_ROOT_TRANSFORMATION
+#define SQUARE_ROOT_TRANSFORMATION 0
+#endif
+
#if YCBCR_OUTPUT_PLANAR
-out vec4 Y;
-out vec4 Cb;
-out vec4 Cr;
+out vec4 Y, Cb, Cr;
#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
-out vec4 Y;
-out vec4 Chroma;
+out vec4 Y, Chroma;
#else
-out vec4 FragColor;
+out vec4 FragColor; // Y'CbCr or RGBA.
+#endif
+
+#if SECOND_YCBCR_OUTPUT_PLANAR
+out vec4 Y2, Cb2, Cr2;
+#elif SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
+out vec4 Y2, Chroma2;
+#elif SECOND_YCBCR_OUTPUT_INTERLEAVED
+out vec4 YCbCr2;
#endif
#if YCBCR_ALSO_OUTPUT_RGBA
vec4 color0 = INPUT(tc);
#endif
+#if SQUARE_ROOT_TRANSFORMATION
+ // Make sure we don't give negative values to sqrt.
+ color0.rgb = sqrt(max(color0.rgb, 0.0));
+#endif
+
#if YCBCR_OUTPUT_PLANAR
Y = color0.rrra;
Cb = color0.ggga;
FragColor = color0;
#endif
+ // Exactly the same, just with other outputs.
+ // (GLSL does not allow arrays of outputs.)
+#if SECOND_YCBCR_OUTPUT_PLANAR
+ Y2 = color0.rrra;
+ Cb2 = color0.ggga;
+ Cr2 = color0.bbba;
+#elif SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
+ Y2 = color0.rrra;
+ Chroma2 = color0.gbba;
+#elif SECOND_YCBCR_OUTPUT_INTERLEAVED
+ YCbCr2 = color0;
+#endif
+
#if YCBCR_ALSO_OUTPUT_RGBA
RGBA = color1;
#endif