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Commit
a1ec56a1
authored
Aug 27, 2021
by
kimvde
Committed by
kim-vde
Sep 02, 2021
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Add basic shaders to Transformer
PiperOrigin-RevId: 393381694
parent
8861ab48
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2 changed files
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library/transformer/src/main/assets/shaders/blit_vertex_shader.glsl
library/transformer/src/main/assets/shaders/copy_external_fragment_shader.glsl
library/transformer/src/main/assets/shaders/blit_vertex_shader.glsl
0 → 100644
View file @
a1ec56a1
// Copyright 2021 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.
attribute
vec4
a_position
;
attribute
vec4
a_texcoord
;
uniform
mat4
tex_transform
;
varying
vec2
v_texcoord
;
void
main
()
{
gl_Position
=
a_position
;
v_texcoord
=
(
tex_transform
*
a_texcoord
).
xy
;
}
library/transformer/src/main/assets/shaders/copy_external_fragment_shader.glsl
0 → 100644
View file @
a1ec56a1
// Copyright 2021 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.
#extension GL_OES_EGL_image_external : require
precision
mediump
float
;
uniform
samplerExternalOES
tex_sampler
;
varying
vec2
v_texcoord
;
void
main
()
{
gl_FragColor
=
texture2D
(
tex_sampler
,
v_texcoord
);
}
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