docs: README update
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@@ -8,7 +8,7 @@
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in vec2 vUV;
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out vec4 fragColor;
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#include inc_yuv.glsl
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#include inc_yuyv.glsl
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uniform sampler2D iTex0;
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uniform sampler2D iTex1;
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@@ -18,6 +18,8 @@ uniform vec2 iInputResolution1;
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void main() {
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if (iInputFormat1 == YUYV_FOURCC) {
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fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
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} else if (iInputResolution1.x > 0) {
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fragColor = texture(iTex1, vUV);
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} else {
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fragColor = texture(iTex0, vUV);
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}
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