+#if defined(IS_REQUIRED_YUV_TO_RGB) || defined(IS_REQUIRED_UNIFIED_YUV_AND_RGB)
+lowp vec4 ConvertYuvToRgba(mediump vec2 texCoord)
+{
+#ifdef IS_REQUIRED_UNIFIED_YUV_AND_RGB
+ // Special case when shader use YUV but actual textures are not YUV format.
+ // In this case, just resturn sTexture.
+ if(textureSize(sTextureU, 0) != textureSize(sTextureV, 0))
+ {
+ return texture(sTexture, texCoord);
+ }
+#endif
+
+ lowp float y = texture(sTexture, texCoord).r;
+ lowp float u = texture(sTextureU, texCoord).r - 0.5;
+ lowp float v = texture(sTextureV, texCoord).r - 0.5;
+ lowp vec4 rgba;
+ rgba.r = y + (1.403 * v);
+ rgba.g = y - (0.344 * u) - (0.714 * v);
+ rgba.b = y + (1.770 * u);
+ rgba.a = 1.0;
+ return rgba;
+}
+#endif
+