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- // Sample from camera texture.
- float y = texture2D(u_TextureY, v_TexCoordinate).r;
- float cr = texture2D(u_TextureVU, v_TexCoordinate).r - 0.5;
- float cb = texture2D(u_TextureVU, v_TexCoordinate).a - 0.5;
- float radius = distance(v_CircleCoordinate, vec2(0.0, 0.0));
- // This is 1.0 if in the circle, 0.0 if not.
- float inCircle = float(radius < u_CircleRadius);
- // Convert to RGB color space.
- float r = (y + 1.403 * cr) * inCircle;
- float g = (y - 0.344 * cb - 0.714 * cr) * inCircle;
- float b = (y + 1.773 * cb) * inCircle;
- gl_FragColor = vec4(r, g, b, inCircle);
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