diff --git a/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_es2.glsl b/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_es2.glsl index 4d11dbba78..83dba1af26 100644 --- a/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_es2.glsl +++ b/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_es2.glsl @@ -18,7 +18,7 @@ precision mediump float; uniform sampler2D uTexSampler; -varying vec2 vTexCoords; +varying vec2 vTexSamplingCoord; void main() { - gl_FragColor = texture2D(uTexSampler, vTexCoords); + gl_FragColor = texture2D(uTexSampler, vTexSamplingCoord); } diff --git a/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_external_es2.glsl b/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_external_es2.glsl index 56f2477812..ed021e44e3 100644 --- a/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_external_es2.glsl +++ b/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_external_es2.glsl @@ -19,7 +19,7 @@ #extension GL_OES_EGL_image_external : require precision mediump float; uniform samplerExternalOES uTexSampler; -varying vec2 vTexCoords; +varying vec2 vTexSamplingCoord; void main() { - gl_FragColor = texture2D(uTexSampler, vTexCoords); + gl_FragColor = texture2D(uTexSampler, vTexSamplingCoord); } diff --git a/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_external_yuv_es3.glsl b/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_external_yuv_es3.glsl index 05b1168d3e..12f59e3c05 100644 --- a/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_external_yuv_es3.glsl +++ b/libraries/transformer/src/main/assets/shaders/fragment_shader_copy_external_yuv_es3.glsl @@ -24,10 +24,10 @@ precision mediump float; uniform __samplerExternal2DY2YEXT uTexSampler; uniform mat3 uColorTransform; -in vec2 vTexCoords; +in vec2 vTexSamplingCoord; out vec4 outColor; void main() { - vec3 srcYuv = texture(uTexSampler, vTexCoords).xyz; + vec3 srcYuv = texture(uTexSampler, vTexSamplingCoord).xyz; vec3 yuvOffset; yuvOffset.x = srcYuv.r - 0.0625; yuvOffset.y = srcYuv.g - 0.5; diff --git a/libraries/transformer/src/main/assets/shaders/vertex_shader_tex_transform_es2.glsl b/libraries/transformer/src/main/assets/shaders/vertex_shader_tex_transform_es2.glsl index 7eb9cda916..f521d2fedb 100644 --- a/libraries/transformer/src/main/assets/shaders/vertex_shader_tex_transform_es2.glsl +++ b/libraries/transformer/src/main/assets/shaders/vertex_shader_tex_transform_es2.glsl @@ -18,10 +18,10 @@ // locations. attribute vec4 aFramePosition; -attribute vec4 aTexCoords; +attribute vec4 aTexSamplingCoord; uniform mat4 uTexTransform; -varying vec2 vTexCoords; +varying vec2 vTexSamplingCoord; void main() { gl_Position = aFramePosition; - vTexCoords = (uTexTransform * aTexCoords).xy; + vTexSamplingCoord = (uTexTransform * aTexSamplingCoord).xy; } diff --git a/libraries/transformer/src/main/assets/shaders/vertex_shader_tex_transform_es3.glsl b/libraries/transformer/src/main/assets/shaders/vertex_shader_tex_transform_es3.glsl index f65570b2a9..00dd9bc711 100644 --- a/libraries/transformer/src/main/assets/shaders/vertex_shader_tex_transform_es3.glsl +++ b/libraries/transformer/src/main/assets/shaders/vertex_shader_tex_transform_es3.glsl @@ -18,10 +18,10 @@ // locations. in vec4 aFramePosition; -in vec4 aTexCoords; +in vec4 aTexSamplingCoord; uniform mat4 uTexTransform; -out vec2 vTexCoords; +out vec2 vTexSamplingCoord; void main() { gl_Position = aFramePosition; - vTexCoords = (uTexTransform * aTexCoords).xy; + vTexSamplingCoord = (uTexTransform * aTexSamplingCoord).xy; } diff --git a/libraries/transformer/src/main/assets/shaders/vertex_shader_transformation_es2.glsl b/libraries/transformer/src/main/assets/shaders/vertex_shader_transformation_es2.glsl index a8320492ba..5ac512a0cb 100644 --- a/libraries/transformer/src/main/assets/shaders/vertex_shader_transformation_es2.glsl +++ b/libraries/transformer/src/main/assets/shaders/vertex_shader_transformation_es2.glsl @@ -17,10 +17,10 @@ // uTransformationMatrix. attribute vec4 aFramePosition; -attribute vec4 aTexCoords; +attribute vec4 aTexSamplingCoord; uniform mat4 uTransformationMatrix; -varying vec2 vTexCoords; +varying vec2 vTexSamplingCoord; void main() { gl_Position = uTransformationMatrix * aFramePosition; - vTexCoords = aTexCoords.xy; + vTexSamplingCoord = aTexSamplingCoord.xy; } diff --git a/libraries/transformer/src/main/java/androidx/media3/transformer/ExternalCopyFrameProcessor.java b/libraries/transformer/src/main/java/androidx/media3/transformer/ExternalCopyFrameProcessor.java index 4bce183cc6..e1314a2b62 100644 --- a/libraries/transformer/src/main/java/androidx/media3/transformer/ExternalCopyFrameProcessor.java +++ b/libraries/transformer/src/main/java/androidx/media3/transformer/ExternalCopyFrameProcessor.java @@ -74,7 +74,7 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull; glProgram.setBufferAttribute( "aFramePosition", GlUtil.getNormalizedCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT); glProgram.setBufferAttribute( - "aTexCoords", GlUtil.getTextureCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT); + "aTexSamplingCoord", GlUtil.getTextureCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT); if (enableExperimentalHdrEditing) { // In HDR editing mode the decoder output is sampled in YUV. glProgram.setFloatsUniform("uColorTransform", MATRIX_YUV_TO_BT2020_COLOR_TRANSFORM); diff --git a/libraries/transformer/src/main/java/androidx/media3/transformer/TransformationFrameProcessor.java b/libraries/transformer/src/main/java/androidx/media3/transformer/TransformationFrameProcessor.java index 09246eacfb..75c2c131c0 100644 --- a/libraries/transformer/src/main/java/androidx/media3/transformer/TransformationFrameProcessor.java +++ b/libraries/transformer/src/main/java/androidx/media3/transformer/TransformationFrameProcessor.java @@ -101,7 +101,7 @@ import org.checkerframework.checker.nullness.qual.MonotonicNonNull; glProgram.setBufferAttribute( "aFramePosition", GlUtil.getNormalizedCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT); glProgram.setBufferAttribute( - "aTexCoords", GlUtil.getTextureCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT); + "aTexSamplingCoord", GlUtil.getTextureCoordinateBounds(), GlUtil.RECTANGLE_VERTICES_COUNT); glProgram.setFloatsUniform("uTransformationMatrix", getGlMatrixArray(transformationMatrix)); }