The RGB and YUV conversion doesn't take the stride into account, neither when creating the textures, nor when sampling them. Fix it by using the stride as the texture width, and multiplying the x coordinate in the vertex shaders by a factor to only sample the active portion of the image. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Paul Elder <paul.elder@ideasonboard.com>