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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect uSrcTex;
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void vboxCConvApplyAYUV(vec4 color);
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vec2 srcCoord = vec2(gl_TexCoord[0]);
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vec4 srcClr = texture2DRect(uSrcTex, vec2(float(pix), srcCoord.y));
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float part = x - float(pix);
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vboxCConvApplyAYUV(vec4(u, y, 0.0, v));