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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@@ -8,10 +8,14 @@
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#define SHADER_DEBAYER_PACKED 2
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#define SHADER_YUV 3
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#define TEXTURE_BAYER 1
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#define TEXTURE_YUV 2
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typedef struct {
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int format;
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int shader;
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float forward_matrix[9];
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int texture_mode;
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GLuint frame_buffer;
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GLuint program;
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