Files
XMBOX/apk_extracted/assets/shaders/fragment_shader_lut_es2.glsl
T
您的名字 dab1425dea 🐛 Fix source switching crash & enhance stability (v3.0.4)
### 🐛 Bug Fixes
- Fix random crashes when switching video sources in settings management
- Enhanced VodConfig.setHome() null pointer exception handling
- Improved Fragment lifecycle checks to prevent crashes
- Optimized HistoryDialog source switching safety
- Enhanced thread safety for concurrent loading

###  Performance Improvements
- Added automatic cache cleaning functionality
- Improved memory usage optimization
- Enhanced network request stability

### 🆕 New Features
- Added comprehensive error handling mechanisms
- Enhanced crash protection functionality
- Improved Fragment state validation

### 📱 Build Improvements
- Updated README with professional documentation
- Enhanced build configuration for ARM64-V8A and ARM V7A
- Improved APK packaging and signing process
2025-07-30 21:25:10 +08:00

98 lines
4.7 KiB
GLSL

#version 100
// Copyright 2022 The Android Open Source Project
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// ES2 fragment shader that samples from a (non-external) texture with
// uTexSampler, copying from this texture to the current output while
// applying a 3D color lookup table to change the pixel colors.
precision highp float;
uniform sampler2D uTexSampler;
// The uColorLut texture is a N x N^2 2D texture where each z-plane of the 3D
// LUT is vertically stacked on top of each other. The red channel of the input
// color (z-axis in LUT[R][G][B] = LUT[z][y][x]) points to the plane to sample
// from. For more information check the
// androidx/media3/effect/SingleColorLut.java class, especially the function
// #transformCubeIntoBitmap with a provided example.
uniform sampler2D uColorLut;
uniform float uColorLutLength;
varying vec2 vTexSamplingCoord;
// Applies the color lookup using uLut based on the input colors.
vec3 applyLookup(vec3 color) {
// Reminder: Inside OpenGL vector.xyz is the same as vector.rgb.
// Here we use mentions of x and y coordinates to references to
// the position to sample from inside the 2D LUT plane and
// rgb to create the 3D coordinates based on the input colors.
// To sample from the 3D LUT we interpolate bilinearly twice in the 2D LUT
// to replicate the trilinear interpolation in a 3D LUT. Thus we sample
// from the plane of position redCoordLow and on the plane above.
// redCoordLow points to the lower plane to sample from.
float redCoord = color.r * (uColorLutLength - 1.0);
// Clamping to uColorLutLength - 2 is only needed if redCoord points to the
// most upper plane. In this case there would not be any plane above
// available to sample from.
float redCoordLow = clamp(floor(redCoord), 0.0, uColorLutLength - 2.0);
// lowerY is indexed in two steps. First redCoordLow defines the plane to
// sample from. Next the green color component is added to index the row in
// the found plane. As described in the NVIDIA blog article about LUTs
// https://developer.nvidia.com/gpugems/gpugems2/part-iii-high-quality-rendering/chapter-24-using-lookup-tables-accelerate-color
// (Section 24.2), we sample from color * scale + offset, where offset is
// defined by 1 / (2 * uColorLutLength) and the scale is defined by
// (uColorLutLength - 1.0) / uColorLutLength.
// The following derives the equation of lowerY. For this let
// N = uColorLutLenght. The general formula to sample at row y
// is defined as y = N * r + g.
// Using the offset and scale as described in NVIDIA's blog article we get:
// y = offset + (N * r + g) * scale
// y = 1 / (2 * N) + (N * r + g) * (N - 1) / N
// y = 1 / (2 * N) + N * r * (N - 1) / N + g * (N - 1) / N
// We have defined redCoord as r * (N - 1) if we excluded the clamping for
// now, giving us:
// y = 1 / (2 * N) + N * redCoord / N + g * (N - 1) / N
// This simplifies to:
// y = 0.5 / N + (N * redCoord + g * (N - 1)) / N
// y = (0.5 + N * redCoord + g * (N - 1)) / N
// This formula now assumes a coordinate system in the range of [0, N] but
// OpenGL uses a [0, 1] unit coordinate system internally. Thus dividing
// by N gives us the final formula for y:
// y = ((0.5 + N * redCoord + g * (N - 1)) / N) / N
// y = (0.5 + redCoord * N + g * (N - 1)) / (N * N)
float lowerY = (0.5 + redCoordLow * uColorLutLength +
color.g * (uColorLutLength - 1.0)) /
(uColorLutLength * uColorLutLength);
// The upperY is the same position moved up by one LUT plane.
float upperY = lowerY + 1.0 / uColorLutLength;
// The x position is the blue color channel (x-axis in LUT[R][G][B]).
float x = (0.5 + color.b * (uColorLutLength - 1.0)) / uColorLutLength;
vec3 lowerRgb = texture2D(uColorLut, vec2(x, lowerY)).rgb;
vec3 upperRgb = texture2D(uColorLut, vec2(x, upperY)).rgb;
// Linearly interpolate between lowerRgb and upperRgb based on the
// distance of the actual in the plane and the lower sampling position.
return mix(lowerRgb, upperRgb, redCoord - redCoordLow);
}
void main() {
vec4 inputColor = texture2D(uTexSampler, vTexSamplingCoord);
gl_FragColor.rgb = applyLookup(inputColor.rgb);
gl_FragColor.a = inputColor.a;
}