Rewrite YUV processing pipeline.
Use a 4-channel texture instead for packed YUV data so every pixel in the texture has all the 4:2:2 color data available.
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@@ -8,18 +8,11 @@ attribute vec2 tex_coord;
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uniform mat3 transform;
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uniform vec2 pixel_size;
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varying vec2 top_left_uv;
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varying vec2 top_right_uv;
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varying vec2 bottom_left_uv;
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varying vec2 bottom_right_uv;
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varying vec2 texture_coord;
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void
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main()
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{
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top_left_uv = tex_coord - pixel_size / 2.0;
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bottom_right_uv = tex_coord + pixel_size / 2.0;
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top_right_uv = vec2(top_left_uv.x, bottom_right_uv.y);
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bottom_left_uv = vec2(bottom_right_uv.x, top_left_uv.y);
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texture_coord = vert.xy * vec2(0.5, 0.5) + vec2(0.5, 0.5);
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gl_Position = vec4(transform * vec3(vert, 1), 1);
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}
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