### 🐛 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
75 lines
2.6 KiB
GLSL
75 lines
2.6 KiB
GLSL
#version 100
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// Copyright 2022 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 2 fragment shader that samples from a (non-external) texture with
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// uTexSampler. It then converts the RGB color input into HSL and adjusts
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// the Hue, Saturation, and Lightness and converts it then back to RGB.
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// We use the algorithm based on the work by Sam Hocevar, which optimizes
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// for an efficient branchless RGB <-> HSL conversion. A blog post is
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// at https://www.chilliant.com/rgb2hsv.html and it is further explained at
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// http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv.
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precision highp float;
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uniform sampler2D uTexSampler;
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// uHueAdjustmentDegrees, uSaturationAdjustment, and uLightnessAdjustment
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// are normalized to the unit interval [0, 1].
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uniform float uHueAdjustmentDegrees;
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uniform float uSaturationAdjustment;
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uniform float uLightnessAdjustment;
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varying vec2 vTexSamplingCoord;
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const float epsilon = 1e-10;
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vec3 rgbToHcv(vec3 rgb) {
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vec4 p = (rgb.g < rgb.b) ? vec4(rgb.bg, -1.0, 2.0 / 3.0)
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: vec4(rgb.gb, 0.0, -1.0 / 3.0);
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vec4 q = (rgb.r < p.x) ? vec4(p.xyw, rgb.r) : vec4(rgb.r, p.yzx);
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float c = q.x - min(q.w, q.y);
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float h = abs((q.w - q.y) / (6.0 * c + epsilon) + q.z);
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return vec3(h, c, q.x);
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}
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vec3 rgbToHsl(vec3 rgb) {
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vec3 hcv = rgbToHcv(rgb);
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float l = hcv.z - hcv.y * 0.5;
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float s = hcv.y / (1.0 - abs(l * 2.0 - 1.0) + epsilon);
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return vec3(hcv.x, s, l);
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}
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vec3 hueToRgb(float hue) {
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float r = abs(hue * 6.0 - 3.0) - 1.0;
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float g = 2.0 - abs(hue * 6.0 - 2.0);
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float b = 2.0 - abs(hue * 6.0 - 4.0);
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return clamp(vec3(r, g, b), 0.0, 1.0);
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}
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vec3 hslToRgb(vec3 hsl) {
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vec3 rgb = hueToRgb(hsl.x);
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float c = (1.0 - abs(2.0 * hsl.z - 1.0)) * hsl.y;
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return (rgb - 0.5) * c + hsl.z;
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}
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void main() {
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vec4 inputColor = texture2D(uTexSampler, vTexSamplingCoord);
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vec3 hslColor = rgbToHsl(inputColor.rgb);
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hslColor.x = mod(hslColor.x + uHueAdjustmentDegrees, 1.0);
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hslColor.y = clamp(hslColor.y + uSaturationAdjustment, 0.0, 1.0);
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hslColor.z = clamp(hslColor.z + uLightnessAdjustment, 0.0, 1.0);
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gl_FragColor = vec4(hslToRgb(hslColor), inputColor.a);
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}
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