Abstract: Fragment shader for converting Y/UV textures to RGB.
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uniform sampler2D SamplerY;
uniform sampler2D SamplerUV;
varying highp vec2 texCoordVarying;
mediump vec3 yuv;
lowp vec3 rgb;
yuv.x = texture2D(SamplerY, texCoordVarying).r;
yuv.yz = texture2D(SamplerUV, texCoordVarying).rg - vec2(0.5, 0.5);
// BT.601, which is the standard for SDTV is provided as a reference
rgb = mat3( 1, 1, 1,
0, -.34413, 1.772,
1.402, -.71414, 0) * yuv;
// Using BT.709 which is the standard for HDTV
rgb = mat3( 1, 1, 1,
0, -.18732, 1.8556,
1.57481, -.46813, 0) * yuv;
gl_FragColor = vec4(rgb, 1);