#extension GL_ARB_texture_rectangle : enable uniform sampler2DRect uSrcTex; void vboxCConvApplyAYUV(vec4 color); void vboxCConv() { vec2 srcCoord = vec2(gl_TexCoord[0]); float x = srcCoord.x; int pix = int(x); vec4 srcClr = texture2DRect(uSrcTex, vec2(float(pix), srcCoord.y)); float u = srcClr.b; float v = srcClr.r; float part = x - float(pix); float y; if(part < 0.5) { y = srcClr.g; } else { y = srcClr.a; } vboxCConvApplyAYUV(vec4(u, y, 0.0, v)); }