+ if (num_output_color_ycbcr > 1) {
+ switch (output_ycbcr_splitting[1]) {
+ case YCBCR_OUTPUT_INTERLEAVED:
+ frag_shader += "#define SECOND_YCBCR_OUTPUT_INTERLEAVED 1\n";
+ frag_shader_outputs.push_back("YCbCr2");
+ break;
+ case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
+ frag_shader += "#define SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
+ frag_shader_outputs.push_back("Y2");
+ frag_shader_outputs.push_back("Chroma2");
+ break;
+ case YCBCR_OUTPUT_PLANAR:
+ frag_shader += "#define SECOND_YCBCR_OUTPUT_PLANAR 1\n";
+ frag_shader_outputs.push_back("Y2");
+ frag_shader_outputs.push_back("Cb2");
+ frag_shader_outputs.push_back("Cr2");
+ break;
+ default:
+ assert(false);
+ }
+ }
+