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XMBOX/apk_extracted/assets/shaders/fragment_shader_hsl_es2.glsl
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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

75 lines
2.6 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.
// ES 2 fragment shader that samples from a (non-external) texture with
// uTexSampler. It then converts the RGB color input into HSL and adjusts
// the Hue, Saturation, and Lightness and converts it then back to RGB.
// We use the algorithm based on the work by Sam Hocevar, which optimizes
// for an efficient branchless RGB <-> HSL conversion. A blog post is
// at https://www.chilliant.com/rgb2hsv.html and it is further explained at
// http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv.
precision highp float;
uniform sampler2D uTexSampler;
// uHueAdjustmentDegrees, uSaturationAdjustment, and uLightnessAdjustment
// are normalized to the unit interval [0, 1].
uniform float uHueAdjustmentDegrees;
uniform float uSaturationAdjustment;
uniform float uLightnessAdjustment;
varying vec2 vTexSamplingCoord;
const float epsilon = 1e-10;
vec3 rgbToHcv(vec3 rgb) {
vec4 p = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0 / 3.0)
: vec4(rgb.gb, 0.0, -1.0 / 3.0);
vec4 q = (rgb.r < p.x) ? vec4(p.xyw, rgb.r) : vec4(rgb.r, p.yzx);
float c = q.x - min(q.w, q.y);
float h = abs((q.w - q.y) / (6.0 * c + epsilon) + q.z);
return vec3(h, c, q.x);
}
vec3 rgbToHsl(vec3 rgb) {
vec3 hcv = rgbToHcv(rgb);
float l = hcv.z - hcv.y * 0.5;
float s = hcv.y / (1.0 - abs(l * 2.0 - 1.0) + epsilon);
return vec3(hcv.x, s, l);
}
vec3 hueToRgb(float hue) {
float r = abs(hue * 6.0 - 3.0) - 1.0;
float g = 2.0 - abs(hue * 6.0 - 2.0);
float b = 2.0 - abs(hue * 6.0 - 4.0);
return clamp(vec3(r, g, b), 0.0, 1.0);
}
vec3 hslToRgb(vec3 hsl) {
vec3 rgb = hueToRgb(hsl.x);
float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y;
return (rgb - 0.5) * c + hsl.z;
}
void main() {
vec4 inputColor = texture2D(uTexSampler, vTexSamplingCoord);
vec3 hslColor = rgbToHsl(inputColor.rgb);
hslColor.x = mod(hslColor.x + uHueAdjustmentDegrees, 1.0);
hslColor.y = clamp(hslColor.y + uSaturationAdjustment, 0.0, 1.0);
hslColor.z = clamp(hslColor.z + uLightnessAdjustment, 0.0, 1.0);
gl_FragColor = vec4(hslToRgb(hslColor), inputColor.a);
}