WeChat.apk(点击下载) / a.java


package v30;

import android.opengl.GLES20;
import java.nio.Buffer;
import lh4.h;
import x30.b;
import z30.c;

public final class a extends b {

    /* renamed from: m  reason: collision with root package name */
    public int f322798m;

    /* renamed from: n  reason: collision with root package name */
    public int f322799n;

    /* renamed from: o  reason: collision with root package name */
    public int f322800o;

    /* renamed from: p  reason: collision with root package name */
    public int f322801p;

    /* renamed from: q  reason: collision with root package name */
    public int f322802q;

    /* renamed from: r  reason: collision with root package name */
    public int f322803r;

    /* renamed from: s  reason: collision with root package name */
    public int f322804s;

    /* renamed from: t  reason: collision with root package name */
    public b.a f322805t;

    /* renamed from: u  reason: collision with root package name */
    public int f322806u;

    /* JADX WARNING: Illegal instructions before constructor call */
    public a(int i15, int i16, int i17, int i18, int i19, int i25, h hVar) {
        super(i15, i16, r3, r4, r5);
        int i26;
        int i27;
        int i28;
        if ((i25 & 4) != 0) {
            i26 = i15;
        } else {
            i26 = i17;
        }
        if ((i25 & 8) != 0) {
            i27 = i16;
        } else {
            i27 = i18;
        }
        if ((i25 & 16) != 0) {
            i28 = 1;
        } else {
            i28 = i19;
        }
        this.f322806u = -1;
        int e15 = z30.a.f350453a.e("\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.f322798m = e15;
        if (e15 == 0) {
            b40.b.f10473a.e("MicroMsg.MTR.GLRenderProcI420ToRgb", "checkInit, load program failed!", new Object[0]);
        }
        this.f322800o = GLES20.glGetAttribLocation(this.f322798m, "a_position");
        this.f322799n = GLES20.glGetAttribLocation(this.f322798m, "a_texCoord");
        this.f322801p = GLES20.glGetUniformLocation(this.f322798m, "y_texture");
        this.f322802q = GLES20.glGetUniformLocation(this.f322798m, "u_texture");
        this.f322803r = GLES20.glGetUniformLocation(this.f322798m, "v_texture");
        this.f322804s = GLES20.glGetUniformLocation(this.f322798m, "uMatrix");
    }

    @Override // v30.b
    public void a() {
        super.a();
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    }

    /* JADX WARNING: Removed duplicated region for block: B:18:0x0041  */
    /* JADX WARNING: Removed duplicated region for block: B:26:0x005f  */
    /* JADX WARNING: Removed duplicated region for block: B:29:0x0071  */
    /* JADX WARNING: Removed duplicated region for block: B:33:0x007b  */
    @Override // v30.b
    public void c() {
        c cVar;
        c cVar2;
        GLES20.glClear(16640);
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        int i15 = this.f322798m;
        if (i15 != 0 && this.f322809c > 0 && this.f322810d > 0) {
            GLES20.glUseProgram(i15);
            b.a aVar = this.f322805t;
            if (aVar != null) {
                GLES20.glActiveTexture(33984);
                int i16 = this.f322806u;
                c cVar3 = null;
                if (i16 >= 0) {
                    GLES20.glBindTexture(3553, i16);
                } else {
                    if (aVar.f336703d) {
                        b.C6046b bVar = aVar.f336700a;
                        if (bVar.f336706b) {
                            cVar2 = bVar.f336705a;
                            if (cVar2 != null) {
                                cVar2.A0();
                            }
                        }
                    }
                    cVar2 = null;
                    if (cVar2 != null) {
                    }
                }
                GLES20.glUniform1i(this.f322801p, 0);
                GLES20.glActiveTexture(33985);
                if (aVar.f336703d) {
                    b.C6046b bVar2 = aVar.f336701b;
                    if (bVar2.f336706b) {
                        cVar = bVar2.f336705a;
                        if (cVar != null) {
                            cVar.A0();
                        }
                        GLES20.glUniform1i(this.f322802q, 1);
                        GLES20.glActiveTexture(33986);
                        if (aVar.f336703d) {
                            b.C6046b bVar3 = aVar.f336702c;
                            if (bVar3.f336706b) {
                                cVar3 = bVar3.f336705a;
                            }
                        }
                        if (cVar3 != null) {
                            cVar3.A0();
                        }
                        GLES20.glUniform1i(this.f322803r, 2);
                    }
                }
                cVar = null;
                if (cVar != null) {
                }
                GLES20.glUniform1i(this.f322802q, 1);
                GLES20.glActiveTexture(33986);
                if (aVar.f336703d) {
                }
                if (cVar3 != null) {
                }
                GLES20.glUniform1i(this.f322803r, 2);
            }
            GLES20.glUniformMatrix4fv(this.f322804s, 1, false, this.f322814h, 0);
            this.f322813g.position(0);
            GLES20.glVertexAttribPointer(this.f322800o, 2, 5126, false, 0, (Buffer) this.f322813g);
            GLES20.glEnableVertexAttribArray(this.f322800o);
            this.f322812f.position(0);
            GLES20.glVertexAttribPointer(this.f322799n, 2, 5126, false, 0, (Buffer) this.f322812f);
            GLES20.glEnableVertexAttribArray(this.f322799n);
            GLES20.glDrawArrays(5, 0, 4);
            GLES20.glDisableVertexAttribArray(this.f322800o);
            GLES20.glDisableVertexAttribArray(this.f322799n);
            GLES20.glBindTexture(3553, 0);
        }
    }
}