dab1425dea
### 🐛 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
29 lines
1.1 KiB
GLSL
29 lines
1.1 KiB
GLSL
#version 300 es
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// Copyright 2021 The Android Open Source Project
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// ES 3 vertex shader that applies the 4 * 4 transformation matrices
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// uTransformationMatrix and the uTexTransformationMatrix.
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in vec4 aFramePosition;
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uniform mat4 uTransformationMatrix;
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uniform mat4 uTexTransformationMatrix;
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out vec2 vTexSamplingCoord;
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void main() {
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gl_Position = uTransformationMatrix * aFramePosition;
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vec4 texturePosition = vec4(aFramePosition.x * 0.5 + 0.5,
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aFramePosition.y * 0.5 + 0.5, 0.0, 1.0);
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vTexSamplingCoord = (uTexTransformationMatrix * texturePosition).xy;
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}
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