
Anaglyph 3d Video Player For Android Site
gl_FragColor = vec4(r, g, b, 1.0);
| Format | Sampling logic in shader | |------------------|-------------------------------------------------| | Side‑by‑side | leftCoord.x = vTexCoord.x / 2 | | Over‑under | leftCoord.y = vTexCoord.y / 2 | | Full‑frame left/right | Use separate textures if available |
// Assuming side-by-side: left half = left eye, right half = right eye vec2 leftCoord = vec2(vTexCoord.x * 0.5, vTexCoord.y); vec2 rightCoord = vec2(vTexCoord.x * 0.5 + 0.5, vTexCoord.y); anaglyph 3d video player for android
private fun generateTexture(): Int // ... generate GL_TEXTURE_EXTERNAL_OES texture
For or full‑frame interlaced – adjust coordinate sampling. 4. Android Renderer Class (Kotlin) class AnaglyphRenderer : GLSurfaceView.Renderer private var textureId = 0 private var program = 0 private lateinit var surfaceTexture: SurfaceTexture private var videoWidth = 0 private var videoHeight = 0 override fun onSurfaceCreated(gl: GL10?, config: EGLConfig?) program = createProgram(vertexShader, fragmentShader) textureId = generateTexture() surfaceTexture = SurfaceTexture(textureId) gl_FragColor = vec4(r, g, b, 1
override fun onDrawFrame(gl: GL10?) surfaceTexture.updateTexImage() GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT) GLES20.glUseProgram(program) drawQuad()
val mediaPlayer = MediaPlayer().apply setDataSource(videoPath) setSurface(Surface(renderer.getSurfaceTexture())) prepare() start() config: EGLConfig?) program = createProgram(vertexShader
fun getSurfaceTexture(): SurfaceTexture = surfaceTexture
override fun onSurfaceChanged(gl: GL10?, width: Int, height: Int) GLES20.glViewport(0, 0, width, height)
The renderer’s SurfaceTexture feeds frames to the shader. Add a setting in UI: