   YUV422 upsampling
  Hello,I have a files (an image) that is a YCbCr 422 format.I would like to upsample it, and transform it to RGB in a shader, is it possible???I already try to pass it as a texture (using glTexImage2D),but it does not work.Actually my file is like this:YYYYYYYYYYYYY(512*512 times)CrCrCrCrCrCrCr(512*256 times)CbCbCbCbCbCbCb(512*256 times)...I really don't know how to pass the texture, and then in my fragment shader I try to access the good pixel:uniform sampler2D image;varying vec2 TexCoord;void main(){float red, green, blue;red = texture2D(image, TexCoord).r;green = texture2D(image, TexCoord+vec2(0, 0.5)).r;blue = texture2D(image, TexCoord+vec2(0, 0.75)).r;gl_FragColor =vec4(red, green, blue, 1.0);}But as I pass in a wrong way my texture I got something bizarre...glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RED, GL_FLOAT, my_texture);that is the way I pass my texture...I use GL_RED, so that the fragment read only one data (no RGB)...So how can I pass the texture, and is it possible to perfrom upsampling on the GPU????   
  Thanks for those who read this post, but I finally found how to perform upsampling.:)   