Non-inlined call to rgb_to_yuv was costing a lot of perf, do the
calculations inline with a note.
Also tweak the look to scale U,V non-uniformly, similar to previous
scope behavior. Uses the horizontal texture resolution better.
Byte is showing inverted (white-color) overlay, whereas float was
showing overlay as black stripes. Goes back to 16 years ago when VSE
code was added. Looks like an accident, made both show inverted colors.
- RGB -> YUV conversion uses BT709 (just like image vectorscope),
instead of "something similar but not quite".
- It now has square aspect ratio.
- Shows skin tone line, just like image vectorscope.
- Shows full saturation and "safe" saturation range as filled area,
drawing that on the GPU instead of poking in the full saturation
ring on the CPU into the texture.