Index: /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvUYVY.c
===================================================================
--- /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvUYVY.c	(revision 23563)
+++ /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvUYVY.c	(revision 23564)
@@ -6,8 +6,8 @@
     vec2 srcCoord = vec2(gl_TexCoord[0]);
     float x = srcCoord.x;
-    vec4 srcClr = texture2DRect(uSrcTex, srcCoord);
+    int pix = int(x);
+    vec4 srcClr = texture2DRect(uSrcTex, vec2(float(pix), srcCoord.y));
     float u = srcClr.b;
     float v = srcClr.r;
-    int pix = int(x);
     float part = x - float(pix);
     float y;
Index: /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvYUY2.c
===================================================================
--- /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvYUY2.c	(revision 23563)
+++ /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvYUY2.c	(revision 23564)
@@ -6,8 +6,8 @@
     vec2 srcCoord = vec2(gl_TexCoord[0]);
     float x = srcCoord.x;
-    vec4 srcClr = texture2DRect(uSrcTex, vec2(x, srcCoord.y));
+    int pix = int(x);
+    vec4 srcClr = texture2DRect(uSrcTex, vec2(float(pix), srcCoord.y));
     float u = srcClr.g;
     float v = srcClr.a;
-    int pix = int(x);
     float part = x - float(pix);
     float y;
Index: /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvYV12.c
===================================================================
--- /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvYV12.c	(revision 23563)
+++ /trunk/src/VBox/Frontends/VirtualBox/shaders/cconvYV12.c	(revision 23564)
@@ -7,12 +7,16 @@
 void vboxCConv()
 {
-    vec2 coordY = vec2(gl_TexCoord[0]);
-    vec2 coordV = vec2(gl_TexCoord[1]);
+    vec2 clrCoordY = vec2(gl_TexCoord[0]);
+    vec2 clrCoordV = vec2(gl_TexCoord[1]);
+    int ix = int(clrCoordY.x);
+    vec2 coordY = vec2(float(ix), clrCoordY.y);
+    ix = int(clrCoordV.x);
+    vec2 coordV = vec2(float(ix), clrCoordV.y);
     vec4 clrY = texture2DRect(uSrcTex, vec2(coordY));
     vec4 clrV = texture2DRect(uVTex, vec2(coordV));
     vec4 clrU = texture2DRect(uUTex, vec2(coordV));
-    float y = vboxSplitBGRA(clrY, coordY.x);
-    float v = vboxSplitBGRA(clrV, coordV.x);
-    float u = vboxSplitBGRA(clrU, coordV.x);
+    float y = vboxSplitBGRA(clrY, clrCoordY.x);
+    float v = vboxSplitBGRA(clrV, clrCoordV.x);
+    float u = vboxSplitBGRA(clrU, clrCoordV.x);
     vboxCConvApplyAYUV(vec4(u, y, 0.0, v));
 }
