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XMBOX/apk_extracted/assets/shaders/vertex_shader_thumbnail_strip_es2.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

36 lines
1.2 KiB
GLSL

#version 100
// Copyright 2023 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 vertex shader that tiles frames horizontally.
attribute vec4 aFramePosition;
uniform int uIndex;
uniform int uCount;
varying vec2 vTexSamplingCoord;
void main() {
// Translate the coordinates from -1,+1 to 0,+2.
float x = aFramePosition.x + 1.0;
// Offset the frame by its index times its width (2).
x += float(uIndex) * 2.0;
// Shrink the frame to fit the thumbnail strip.
x /= float(uCount);
// Translate the coordinates back to -1,+1.
x -= 1.0;
gl_Position = vec4(x, aFramePosition.yzw);
vTexSamplingCoord = aFramePosition.xy * 0.5 + 0.5;
}