--- /dev/null
+uniform sampler2D PREFIX(tex_y);
+uniform sampler2D PREFIX(tex_cbcr);
+
+vec4 FUNCNAME(vec2 tc) {
+ // OpenGL's origin is bottom-left, but most graphics software assumes
+ // a top-left origin. Thus, for inputs that come from the user,
+ // we flip the y coordinate.
+ tc.y = 1.0 - tc.y;
+
+ vec3 ycbcr;
+ ycbcr.x = tex2D(PREFIX(tex_y), tc).y;
+#if CB_CR_OFFSETS_EQUAL
+ vec2 tc_cbcr = tc;
+ tc_cbcr.x += PREFIX(cb_offset_x);
+ ycbcr.yz = tex2D(PREFIX(tex_cbcr), tc_cbcr).xz;
+#else
+ vec2 tc_cb = tc;
+ tc_cb.x += PREFIX(cb_offset_x);
+ ycbcr.y = tex2D(PREFIX(tex_cbcr), tc_cb).x;
+
+ vec2 tc_cr = tc;
+ tc_cr.x += PREFIX(cr_offset_x);
+ ycbcr.z = tex2D(PREFIX(tex_cbcr), tc_cr).z;
+#endif
+
+ ycbcr -= PREFIX(offset);
+
+ vec4 rgba;
+ rgba.rgb = PREFIX(inv_ycbcr_matrix) * ycbcr;
+ rgba.a = 1.0;
+ return rgba;
+}