 }
 
 
+// --------------------------------
+// Screen space warping conversions
+
+
 vec2 warpNone(vec2 pix)
 {
     return pix;

{
    pix.x = mod(pix.x * 2.0, 1.0);
    return warpMono(pix);
}



#elif 0
	float mixalpha = 0.5;

	vec3 yuv = RGB2YUV(color0.rgb);

	yuv.r = (yuv.r * pow(1.3*ao_, 1.0)) + 0.1*bloom;

	color0.rgb = YUV2RGB(yuv);

	vec4 result = vec4(color0.rgb, 1.0);

	if (!true && gl_TexCoord[0].x < 0.5) {
		result = vec4(vec3(pow(1.3*ao_, 1.0)), 1.0);
	}
