     rgba = pow(rgba, gamma);
     if (bUseMask) {
         if (bPremultipliedAlpha) {
-            rgba.rgb *= texture2D(maskTexture,
-                    (gl_TexCoord[0].st/maskSize)-maskPos).r;
+            rgba.rgb *= texture2D(maskTexture, (gl_TexCoord[0].st/maskSize)-maskPos).r;
         }
-        rgba.a *= texture2D(maskTexture,
-                (gl_TexCoord[0].st/maskSize)-maskPos).r;
+        rgba.a *= texture2D(maskTexture, (gl_TexCoord[0].st/maskSize)-maskPos).r;
     }
     gl_FragColor = rgba;
 }

    colorCoeff[1] = colorCoeff1;
    colorCoeff[2] = colorCoeff2;
    colorCoeff[3] = colorCoeff3;
    if (colorModel == 0) {
        rgba = texture2D(texture, gl_TexCoord[0].st);
        if (bUseColorCoeff) {
            rgba = colorCoeff*rgba;
        };
        rgba.a *= gl_Color.a;
#ifdef ENABLE_YUV_CONVERSION
    } else if (colorModel == 1) {
        rgba = convertYCbCr(colorCoeff);
#endif
    } else if (colorModel == 2) {
        rgba = gl_Color;
        if (bUseColorCoeff) {
           rgba = colorCoeff*rgba;
        };
        rgba.a *= texture2D(texture, gl_TexCoord[0].st).a;
#ifdef ENABLE_YUV_CONVERSION
    } else if (colorModel == 3) {
        rgba = convertYCbCr(colorCoeff);
        rgba.a *= texture2D(aTexture, gl_TexCoord[0].st).r;
#endif
    } else {

uniform vec2 maskPos;
uniform vec2 maskSize;

vec4 convertYCbCr(mat4 colorCoeff, vec4 tex)
{
    vec4 yuv;
    yuv = vec4(tex.r,
               texture2D(cbTexture, (gl_TexCoord[0].st)).r,
               texture2D(crTexture, (gl_TexCoord[0].st)).r,
               1.0);
