Transformer GL: Rename TexCoords to TexSampleCoords.
The variable marks the coordinates used to sample from a texture, so hopefully this makes the naming a bit more descriptive. This renames vTexCoords and aTexCoords. No functional changes intended. PiperOrigin-RevId: 433499934
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@ -18,7 +18,7 @@
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precision mediump float;
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uniform sampler2D uTexSampler;
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varying vec2 vTexCoords;
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varying vec2 vTexSamplingCoord;
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void main() {
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gl_FragColor = texture2D(uTexSampler, vTexCoords);
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gl_FragColor = texture2D(uTexSampler, vTexSamplingCoord);
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}
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@ -19,7 +19,7 @@
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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uniform samplerExternalOES uTexSampler;
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varying vec2 vTexCoords;
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varying vec2 vTexSamplingCoord;
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void main() {
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gl_FragColor = texture2D(uTexSampler, vTexCoords);
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gl_FragColor = texture2D(uTexSampler, vTexSamplingCoord);
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}
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@ -24,10 +24,10 @@
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precision mediump float;
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uniform __samplerExternal2DY2YEXT uTexSampler;
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uniform mat3 uColorTransform;
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in vec2 vTexCoords;
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in vec2 vTexSamplingCoord;
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out vec4 outColor;
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void main() {
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vec3 srcYuv = texture(uTexSampler, vTexCoords).xyz;
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vec3 srcYuv = texture(uTexSampler, vTexSamplingCoord).xyz;
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vec3 yuvOffset;
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yuvOffset.x = srcYuv.r - 0.0625;
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yuvOffset.y = srcYuv.g - 0.5;
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@ -18,10 +18,10 @@
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// locations.
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attribute vec4 aFramePosition;
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attribute vec4 aTexCoords;
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attribute vec4 aTexSamplingCoord;
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uniform mat4 uTexTransform;
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varying vec2 vTexCoords;
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varying vec2 vTexSamplingCoord;
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void main() {
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gl_Position = aFramePosition;
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vTexCoords = (uTexTransform * aTexCoords).xy;
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vTexSamplingCoord = (uTexTransform * aTexSamplingCoord).xy;
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}
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@ -18,10 +18,10 @@
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// locations.
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in vec4 aFramePosition;
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in vec4 aTexCoords;
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in vec4 aTexSamplingCoord;
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uniform mat4 uTexTransform;
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out vec2 vTexCoords;
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out vec2 vTexSamplingCoord;
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void main() {
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gl_Position = aFramePosition;
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vTexCoords = (uTexTransform * aTexCoords).xy;
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vTexSamplingCoord = (uTexTransform * aTexSamplingCoord).xy;
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}
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@ -17,10 +17,10 @@
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// uTransformationMatrix.
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attribute vec4 aFramePosition;
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attribute vec4 aTexCoords;
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attribute vec4 aTexSamplingCoord;
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uniform mat4 uTransformationMatrix;
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varying vec2 vTexCoords;
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varying vec2 vTexSamplingCoord;
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void main() {
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gl_Position = uTransformationMatrix * aFramePosition;
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vTexCoords = aTexCoords.xy;
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vTexSamplingCoord = aTexSamplingCoord.xy;
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}
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@ -74,7 +74,7 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
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glProgram.setBufferAttribute(
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"aFramePosition", GlUtil.getNormalizedCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT);
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glProgram.setBufferAttribute(
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"aTexCoords", GlUtil.getTextureCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT);
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"aTexSamplingCoord", GlUtil.getTextureCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT);
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if (enableExperimentalHdrEditing) {
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// In HDR editing mode the decoder output is sampled in YUV.
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glProgram.setFloatsUniform("uColorTransform", MATRIX_YUV_TO_BT2020_COLOR_TRANSFORM);
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@ -101,7 +101,7 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull;
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glProgram.setBufferAttribute(
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"aFramePosition", GlUtil.getNormalizedCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT);
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glProgram.setBufferAttribute(
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"aTexCoords", GlUtil.getTextureCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT);
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"aTexSamplingCoord", GlUtil.getTextureCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT);
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glProgram.setFloatsUniform("uTransformationMatrix", getGlMatrixArray(transformationMatrix));
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}
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