-uniform sampler2D PREFIX(tex_y);
-uniform sampler2D PREFIX(tex_cb);
-uniform sampler2D PREFIX(tex_cr);
+// Implicit uniforms:
+// uniform sampler2D PREFIX(tex_y);
+// uniform sampler2D PREFIX(tex_cb);
+// uniform sampler2D PREFIX(tex_cr);
vec4 FUNCNAME(vec2 tc) {
// OpenGL's origin is bottom-left, but most graphics software assumes
tc.y = 1.0 - tc.y;
vec3 ycbcr;
- ycbcr.x = texture2D(PREFIX(tex_y), tc).x;
- ycbcr.y = texture2D(PREFIX(tex_cb), tc + PREFIX(chroma_offset)).x;
- ycbcr.z = texture2D(PREFIX(tex_cr), tc + PREFIX(chroma_offset)).x;
+ ycbcr.x = tex2D(PREFIX(tex_y), tc).x;
+ ycbcr.y = tex2D(PREFIX(tex_cb), tc + PREFIX(cb_offset)).x;
+ ycbcr.z = tex2D(PREFIX(tex_cr), tc + PREFIX(cr_offset)).x;
ycbcr -= PREFIX(offset);
- ycbcr *= PREFIX(scale);
vec4 rgba;
rgba.rgb = PREFIX(inv_ycbcr_matrix) * ycbcr;