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#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));
}
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