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@@ -18,7 +18,7 @@ package com.tencent.qgame.animplayer
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object RenderConstant {
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object RenderConstant {
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- const val VERTEX_SHADER = "attribute vec4 vPosition;\n" +
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+ const val VERTEX_SHADER_ALPHA = "attribute vec4 vPosition;\n" +
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"attribute vec4 vTexCoordinateAlpha;\n" +
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"attribute vec4 vTexCoordinateAlpha;\n" +
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"attribute vec4 vTexCoordinateRgb;\n" +
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"attribute vec4 vTexCoordinateRgb;\n" +
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"varying vec2 v_TexCoordinateAlpha;\n" +
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"varying vec2 v_TexCoordinateAlpha;\n" +
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@@ -30,7 +30,7 @@ object RenderConstant {
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" gl_Position = vPosition;\n" +
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" gl_Position = vPosition;\n" +
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"}"
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"}"
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- const val FRAGMENT_SHADER_OES = "#extension GL_OES_EGL_image_external : require\n" +
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+ const val FRAGMENT_SHADER_ALPHA = "#extension GL_OES_EGL_image_external : require\n" +
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"precision mediump float;\n" +
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"precision mediump float;\n" +
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"uniform samplerExternalOES texture;\n" +
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"uniform samplerExternalOES texture;\n" +
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"varying vec2 v_TexCoordinateAlpha;\n" +
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"varying vec2 v_TexCoordinateAlpha;\n" +
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@@ -45,24 +45,11 @@ object RenderConstant {
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const val FRAGMENT_SHADER = "#extension GL_OES_EGL_image_external : require\n" +
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const val FRAGMENT_SHADER = "#extension GL_OES_EGL_image_external : require\n" +
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"precision mediump float;\n" +
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"precision mediump float;\n" +
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"uniform sampler2D texture;\n" +
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"uniform sampler2D texture;\n" +
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- "varying vec2 v_TexCoordinateAlpha;\n" +
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"varying vec2 v_TexCoordinateRgb;\n" +
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"varying vec2 v_TexCoordinateRgb;\n" +
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"\n" +
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"\n" +
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"void main () {\n" +
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"void main () {\n" +
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- " vec4 alphaColor = texture2D(texture, v_TexCoordinateAlpha);\n" +
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" vec4 rgbColor = texture2D(texture, v_TexCoordinateRgb);\n" +
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" vec4 rgbColor = texture2D(texture, v_TexCoordinateRgb);\n" +
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- " gl_FragColor = vec4(rgbColor.r, rgbColor.g, rgbColor.b, alphaColor);\n" +
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+ " gl_FragColor = vec4(rgbColor.r, rgbColor.g, rgbColor.b, rgbColor.a);\n" +
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"}"
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"}"
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- const val FBO_FRAGMENT_SHADER = "#extension GL_OES_EGL_image_external : require\n" +
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- "precision mediump float;\n" +
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- "uniform samplerExternalOES texture;\n" +
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- "varying vec2 v_TexCoordinateAlpha;\n" +
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- "varying vec2 v_TexCoordinateRgb;\n" +
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- "\n" +
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- "void main () {\n" +
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- " vec4 alphaColor = texture2D(texture, v_TexCoordinateAlpha);\n" +
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- " vec4 rgbColor = texture2D(texture, v_TexCoordinateRgb);\n" +
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- " gl_FragColor = vec4(rgbColor.r, rgbColor.g, rgbColor.b, alphaColor);\n" +
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- "}"
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}
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}
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