(s_textureY, uv).r;
u = texture2D(s_textureU, uv).r;
v = texture2D(s_textureV, uv).r;
u =...float u_offset;
uniform vec2 texSize;
vec4 YuvToRgb(vec2 uv) {
float y, u, v, r, g, b;
y = texture2D...(s_textureY, uv).r;
u = texture2D(s_textureU, uv).r;
v = texture2D(s_textureV, uv).r;
u =...(s_textureY, uv).r;
u = texture2D(s_textureU, uv).r;
v = texture2D(s_textureV, uv).r;
u =...(s_textureY, uv).r;
u = texture2D(s_textureU, uv).r;
v = texture2D(s_textureV, uv).r;
u =