+#version 450 core
+
+layout(location=0) in vec2 position;
+out vec2 tc0, tc1;
+uniform vec2 chroma_offset_0;
+uniform vec2 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 = position;
+ tc0 = flipped_tc + chroma_offset_0;
+ tc1 = flipped_tc + chroma_offset_1;
+}
+