package l71; import android.opengl.GLES20; import com.tencent.mm.sdk.platformtools.Log; import java.nio.Buffer; import lh4.h; import m71.b; import ra0.c; import ya0.d; public final class a extends wa0.a { public int B; public int C; public int D; public int E; public int F; public int G; public int H; public c I; /* JADX WARNING: Illegal instructions before constructor call */ public a(int i15, int i16, int i17, int i18, int i19, int i25, int i26, h hVar) { super(i15, i16, r3, r4, r5, r6); int i27; int i28; int i29; int i35; if ((i26 & 4) != 0) { i27 = i15; } else { i27 = i17; } if ((i26 & 8) != 0) { i28 = i16; } else { i28 = i18; } if ((i26 & 16) != 0) { i29 = 1; } else { i29 = i19; } if ((i26 & 32) != 0) { i35 = 1; } else { i35 = i25; } int p15 = d.f344535a.p("\n attribute vec4 a_position;\n attribute vec2 a_texCoord;\n varying vec2 v_texCoord;\n uniform mat4 uMatrix;\n void main() {\n gl_Position = uMatrix * a_position;\n v_texCoord = a_texCoord;\n }\n ", "\n #ifdef GL_ES\n precision highp float;\n #endif\n\n varying vec2 v_texCoord;\n uniform sampler2D y_texture;\n uniform sampler2D u_texture;\n uniform sampler2D v_texture;\n\n void main () {\n float r, g, b, y, u, v;\n\n //We had put the Y values of each pixel to the R,G,B components by GL_LUMINANCE,\n //that's why we're pulling it from the R component, we could also use G or B\n y = texture2D(y_texture, v_texCoord).r;\n\n //We had put the U and V values of each pixel to the A and R,G,B components of the\n //texture respectively using GL_LUMINANCE_ALPHA. Since U,V bytes are interspread\n //in the texture, this is probably the fastest way to use them in the shader\n //GL_LUMINANCE_ALPHA is a luminance/alpha pair, so r correspond to v, and\n //a correspond to u\n //NV21 is a VUVU pair\n v = texture2D(v_texture, v_texCoord).r;\n u = texture2D(u_texture, v_texCoord).r;\n u = u - 0.5;\n v = v - 0.5;\n\n //The numbers are just YUV to RGB conversion constants\n //https://en.wikipedia.org/wiki/YUV#Y.E2.80.B2UV420sp_.28NV21.29_to_RGB_conversion_.28Android.29\n r = y + 1.370705 * v;\n g = y - 0.337633 * u - 0.698001 * v;\n b = y + 1.732446 * u;\n\n //We finally set the RGB color of our pixel\n gl_FragColor = vec4(r, g, b, 1.0);\n }\n "); this.B = p15; if (p15 == 0) { Log.e("MicroMsg.MTR.GLRenderProcI420ToRgb", "checkInit, load program failed!"); } this.D = GLES20.glGetAttribLocation(this.B, "a_position"); this.C = GLES20.glGetAttribLocation(this.B, "a_texCoord"); this.E = GLES20.glGetUniformLocation(this.B, "y_texture"); this.F = GLES20.glGetUniformLocation(this.B, "u_texture"); this.G = GLES20.glGetUniformLocation(this.B, "v_texture"); this.H = GLES20.glGetUniformLocation(this.B, "uMatrix"); } @Override // wa0.a public void f() { super.f(); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); } @Override // wa0.a public void n() { super.n(); GLES20.glDeleteProgram(this.B); } /* JADX WARNING: Removed duplicated region for block: B:15:0x0039 */ /* JADX WARNING: Removed duplicated region for block: B:18:0x004d */ /* JADX WARNING: Removed duplicated region for block: B:23:0x0059 */ /* JADX WARNING: Removed duplicated region for block: B:26:0x006d */ /* JADX WARNING: Removed duplicated region for block: B:31:0x0079 */ @Override // wa0.a public void p() { c cVar; b.c cVar2; c cVar3; b.c cVar4; c cVar5; GLES20.glClear(16640); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); int i15 = this.B; if (i15 != 0 && this.f331738c > 0 && this.f331739d > 0) { GLES20.glUseProgram(i15); c cVar6 = this.I; if (cVar6 != null) { GLES20.glActiveTexture(33984); b.c cVar7 = cVar6.f250999c; if (cVar7.f258340d) { b.C3954b bVar = cVar7.f258337a; if (bVar.f258335b) { cVar = bVar.f258334a; if (cVar != null) { cVar.d(); } GLES20.glUniform1i(this.E, 0); GLES20.glActiveTexture(33985); cVar2 = cVar6.f250999c; if (cVar2.f258340d) { b.C3954b bVar2 = cVar2.f258338b; if (bVar2.f258335b) { cVar3 = bVar2.f258334a; if (cVar3 != null) { cVar3.d(); } GLES20.glUniform1i(this.F, 1); GLES20.glActiveTexture(33986); cVar4 = cVar6.f250999c; if (cVar4.f258340d) { b.C3954b bVar3 = cVar4.f258339c; if (bVar3.f258335b) { cVar5 = bVar3.f258334a; if (cVar5 != null) { cVar5.d(); } GLES20.glUniform1i(this.G, 2); } } cVar5 = null; if (cVar5 != null) { } GLES20.glUniform1i(this.G, 2); } } cVar3 = null; if (cVar3 != null) { } GLES20.glUniform1i(this.F, 1); GLES20.glActiveTexture(33986); cVar4 = cVar6.f250999c; if (cVar4.f258340d) { } cVar5 = null; if (cVar5 != null) { } GLES20.glUniform1i(this.G, 2); } } cVar = null; if (cVar != null) { } GLES20.glUniform1i(this.E, 0); GLES20.glActiveTexture(33985); cVar2 = cVar6.f250999c; if (cVar2.f258340d) { } cVar3 = null; if (cVar3 != null) { } GLES20.glUniform1i(this.F, 1); GLES20.glActiveTexture(33986); cVar4 = cVar6.f250999c; if (cVar4.f258340d) { } cVar5 = null; if (cVar5 != null) { } GLES20.glUniform1i(this.G, 2); } GLES20.glUniformMatrix4fv(this.H, 1, false, this.f331747l, 0); this.f331743h.position(0); GLES20.glVertexAttribPointer(this.D, 2, 5126, false, 0, (Buffer) this.f331743h); GLES20.glEnableVertexAttribArray(this.D); this.f331742g.position(0); GLES20.glVertexAttribPointer(this.C, 2, 5126, false, 0, (Buffer) this.f331742g); GLES20.glEnableVertexAttribArray(this.C); GLES20.glDrawArrays(5, 0, 4); GLES20.glDisableVertexAttribArray(this.D); GLES20.glDisableVertexAttribArray(this.C); GLES20.glBindTexture(3553, 0); } this.I = null; } }