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XMBOX/apk_extracted/assets/shaders/vertex_shader_transformation_es3.glsl
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### 🐛 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

29 lines
1.1 KiB
GLSL

#version 300 es
// Copyright 2021 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.
// ES 3 vertex shader that applies the 4 * 4 transformation matrices
// uTransformationMatrix and the uTexTransformationMatrix.
in vec4 aFramePosition;
uniform mat4 uTransformationMatrix;
uniform mat4 uTexTransformationMatrix;
out vec2 vTexSamplingCoord;
void main() {
gl_Position = uTransformationMatrix * aFramePosition;
vec4 texturePosition = vec4(aFramePosition.x * 0.5 + 0.5,
aFramePosition.y * 0.5 + 0.5, 0.0, 1.0);
vTexSamplingCoord = (uTexTransformationMatrix * texturePosition).xy;
}