--- /dev/null
+#version 130
+
+in vec2 tc0;
+uniform sampler2D tex;
+out vec4 Y, CbCr, YCbCr;
+
+void main() {
+ vec4 gray = texture(tex, tc0);;
+ gray.r = gray.r * ((940.0-16.0)/65535.0) + 16.0/65535.0; // Limited-range Y'CbCr.
+ CbCr = vec4(512.0/65535.0, 512.0/65535.0, 0.0, 1.0);;
+ Y = gray.rrra;
+ YCbCr = vec4(Y.r, CbCr.r, CbCr.g, CbCr.a);
+}