+// 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 YCBCR_ALSO_OUTPUT_RGBA
+#define YCBCR_ALSO_OUTPUT_RGBA 0
+#endif
+
+#if YCBCR_OUTPUT_PLANAR
+out vec4 Y;
+out vec4 Cb;
+out vec4 Cr;
+#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
+out vec4 Y;
+out vec4 Chroma;
+#else
+out vec4 FragColor;
+#endif
+
+#if YCBCR_ALSO_OUTPUT_RGBA
+out vec4 RGBA;
+#endif
+
void main()
{
- gl_FragColor = LAST_INPUT(tc);
+#if YCBCR_ALSO_OUTPUT_RGBA
+ vec4 color[2] = INPUT(tc);
+ vec4 color0 = color[0];
+ vec4 color1 = color[1];
+#else
+ vec4 color0 = INPUT(tc);
+#endif
+
+#if YCBCR_OUTPUT_PLANAR
+ Y = color0.rrra;
+ Cb = color0.ggga;
+ Cr = color0.bbba;
+#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
+ Y = color0.rrra;
+ Chroma = color0.gbba;
+#else
+ FragColor = color0;
+#endif
+
+#if YCBCR_ALSO_OUTPUT_RGBA
+ RGBA = color1;
+#endif
}