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// GLSL is pickier than the C++ preprocessor in if-testing for undefined
// tokens; do some fixups here to keep it happy.

#ifndef YCBCR_OUTPUT_PLANAR
#define YCBCR_OUTPUT_PLANAR 0
#endif

#ifndef YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 0
#endif

#ifndef YCBCR_ALSO_OUTPUT_RGBA
#define YCBCR_ALSO_OUTPUT_RGBA 0
#endif

#ifndef SQUARE_ROOT_TRANSFORMATION
#define SQUARE_ROOT_TRANSFORMATION 0
#endif

#if YCBCR_OUTPUT_PLANAR
out vec4 Y;
out vec4 Cb;
out vec4 Cr;
#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
out vec4 Y;
out vec4 Chroma;
#else
out vec4 FragColor;
#endif

#if YCBCR_ALSO_OUTPUT_RGBA
out vec4 RGBA;
#endif

void main()
{
#if YCBCR_ALSO_OUTPUT_RGBA
	vec4 color[2] = INPUT(tc);
	vec4 color0 = color[0];
	vec4 color1 = color[1];
#else
	vec4 color0 = INPUT(tc);
#endif

#if SQUARE_ROOT_TRANSFORMATION
	// Make sure we don't give negative values to sqrt.
	color0.rgb = sqrt(max(color0.rgb, 0.0));
#endif

#if YCBCR_OUTPUT_PLANAR
	Y = color0.rrra;
	Cb = color0.ggga;
	Cr = color0.bbba;
#elif YCBCR_OUTPUT_SPLIT_Y_AND_CBCR
	Y = color0.rrra;
	Chroma = color0.gbba;
#else
	FragColor = color0;
#endif

#if YCBCR_ALSO_OUTPUT_RGBA
	RGBA = color1;
#endif
}