uniform highp sampler2D tex0; uniform highp sampler2D tex1; varying highp vec2 v_texcoord; uniform lowp float qt_Opacity; void main() { float y = 1.16438356 * (texture2D(tex0, v_texcoord).x - 0.0625); float u = texture2D(tex1, v_texcoord).r - 0.5; float v = texture2D(tex1, v_texcoord).g - 0.5; y *= qt_Opacity; u *= qt_Opacity; v *= qt_Opacity; gl_FragColor.r = y + 1.59602678 * v; gl_FragColor.g = y - 0.39176229 * u - 0.81296764 * v; gl_FragColor.b = y + 2.01723214 * u; gl_FragColor.a = qt_Opacity; }